3 ms·
What sorts of bugs did you encounter? (Not looking for full bug reports, just a flavor...) I've only toyed with each of them so far so I haven't really found al
by Jach 8y ago
What sorts of bugs did you encounter? (Not looking for full bug reports, just a flavor...) I've only toyed with each of them so far so I haven't really found all the gotchas but Godot's the only one I want to spend more time with. It also seemed to fit my mental model of how I want to build a game better than Unity did. But as I said, I just toyed with them, so I'm interested in hearing critical feedback.
- backpropaganda 8y agoI got unstable FPS when I used a KinematicBody2D and ran the game in-editor. This bug has tens of reports over 2 years, and needless to say, renders the engine impossible to work with. To be fair, it got fixed in master a month ago, but there's no reason to believe that this would be a one-off. In my opinion, the project is trying too hard to add fancy features instead of stabilizing and bugfixing core features. Not a fan of the contribution model as well, in which they basically accept all PRs and then fix the bugs later. They claim that it's faster than using regression tests or using a more thorough reviewing process.
- jarsin 8y agoThe PBR shader has too many features and I'm convinced they all have "math" bugs. I can just drop a model into unreal or unity from substance painter and it looks close enough. Not so with Godot. Lots of random Physics launches where out of nowhere my character is launching up into the air. Random screen stuttering on a scene with no geometry and just basic movement code in the physics update on a gtx 1080 system. Those are the bigger annoying ones but the more you hang out in the community you come to see there are tons of bugs in just about every system. You have to fix them yourself, work around them, or hope someone smarter than you fixes them. Most big bugs are stuck in the "hope someone fixes them" stage.