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I've been following Godot for some time. Development of 3.0 is progressing nicely and looking to have some great features... C#, GDNative (script bindings for o
by sprucely 9y ago
I've been following Godot for some time. Development of 3.0 is progressing nicely and looking to have some great features... C#, GDNative (script bindings for other languages: D, Rust, etc.), asset library, a more modern graphics pipeline
My understanding is that those coming from Unity often get tripped up by Godot's scene/instancing system because it's somewhat different than how prefabs work. Subtrees in a scene can be broken out into a separate scene and instanced. Elements as basic as a bullet should be implemented as a scene and then instanced and customized as needed. A common sentiment I've seen is, once it "clicks," they can't imagine going back.
I've only spent a few hours in Godot since recently cloning/building the master branch, and I already have a nice force-directed graph implemented. If it gets to a point where the number of graph nodes affects performance, I can move the force calculations from GDScript to cpp or another native option.