this post was submitted on 15 Sep 2023
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[–] [email protected] 36 points 1 year ago (1 children)

yes, game engines are highly complex programs with decades of development, problem solving, and bug squashing under their belt. Fortunately there's about to be high demand for a foss engine so I imagine Godot will get pretty good, but it's got a long way to go.

[–] [email protected] 6 points 1 year ago (2 children)

Just out of interest, what are the shortcomings of Godot?

[–] [email protected] 9 points 1 year ago (3 children)

As an avid godot dev, the only gripes that I've had with it are a) merge conflicts can be a nightmare (but you can use git unlike unity sooooooo) and b) it lacks some deep control, but I was just able to fork it and implement it myself lmao.

It's actually really polished imo. It's sleek, minimal (compared to the others in its weight class), only 100mb, and development is just accelerating.

[–] [email protected] 6 points 1 year ago (1 children)

What does "deep control" mean?

[–] [email protected] 3 points 1 year ago

Things like oblique clipping planes for the camera's frustum. Basically something so specific and niche that it's kinda understandable that it's not a focus of the main engine.

[–] [email protected] 3 points 1 year ago

Will you submit a pull request with your fork? Maybe other users could benefit from it

[–] [email protected] 2 points 1 year ago

I've been using git with Unity for 6 years and it works fine. Merge conflicts with scenes are painful, sure, but I guess that's just the way it is. In my use-case there weren't many conflicts.

[–] [email protected] 3 points 1 year ago

IIRC it doesn't have quite as much polish as Unity or Unreal, and last I researched, it doesn't run natively on Wayland (yet).