O3DE
It's odd to me that when the whole Unity fiasco happened, everyone was basically looking at either Godot or Unreal, but pretty much nobody mentioned or cared for something like O3DE, though maybe the plentiful comments in regards to ease of use also had something to deal with that.<p>If you praise Godot for being open source a lot, then it stands to reason that you should similarly prefer O3DE as opposed to Unreal: <a href="https://github.com/o3de/o3de/blob/development/LICENSE.txt">https://github.com/o3de/o3de/blob/development/LICENSE.txt</a> (no idea why they're going for both Apache 2 and MIT license, though) vs <a href="https://www.unrealengine.com/en-US/license" rel="nofollow noreferrer">https://www.unrealengine.com/en-US/license</a><p>Unless people just care about the options that are popular enough to warrant their attention and the features that they provide, whereas the licensing is actually a boon, rather than the main factor, given that Unreal also did some slight price increases a while later as well: <a href="https://www.unreal-university.blog/post/unreal-engine-5-pricing-changes-for-2024" rel="nofollow noreferrer">https://www.unreal-university.blog/post/unreal-engine-5-pric...</a><p>Either way, it's still nice to have lots of options available regardless of the licensing details (though this kind of does fragment developers among bunches of different projects), be it Godot, O3DE, Stride, Unreal or even something like jMonkeyEngine (one of the rare Java engines/editors with 3D) or NeoAxis (that one had a cool voxel LOD solution, but performance on AMD hardware was bad).