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The more serious my Godot projects became, the more I became aware of the limitations. How fundamental would you say the limitations are? Is it just a matter o
by Qwertious 6y ago
The more serious my Godot projects became, the more I became aware of the limitations.
How fundamental would you say the limitations are? Is it just a matter of progress? and maturity?
- dkersten 6y agoI gave up on Godot three years ago because I couldn't do something very simple: set the origin correctly on 2D sprites so that they correctly show above things behind them. There is a setting for it (mentioned in the docs, at them time, for the exact thing I wanted) and it did indeed fix it, but it also made my sprite be drawn offset from where the editor showed it, which was immensely annoying. I hit a few annoyances like that. But! Godot has not been standing still and is constantly improving. I haven't had a chance to try it out again since, but I wouldn't be surprised if the issue I hit have been fixed. Its just important to note that it doesn't have the same manpower behind it that Unreal or Unity have and to temper your expectations accordingly. It is a great engine, though, and getting better all the time. I'm also still very proud of the fact that there's a tiny bit of code I contributed in godot-cpp :)
- tpxl 6y agoI gave up and am waiting for 4.0 release when I couldn't reasonably implement foreground transparency around the mouse.
- babaganoosh89 6y agoI found a lot of annoying GUI bugs for Mac, last I tried ~1 year ago. Seems like most of the developers use Linux.
- gggtt 6y agoMaybe it's biased from my personal experience but I feel people overestimate the importance of the engine features for big games. When you do big games, you often write everything yourself My friend works at a studio who's doing an open world game in Unity and they did : their own terrain system (with their custom tessellation, collision system, etc.), their own LOD system, their own pathfinding algo, their own crowd sim, their own multiplayer sync, etc. Similarly, this person : https://www.youtube.com/channel/UCs1njLLfUBCTAfSZ3Q7gq2Q https://www.youtube.com/channel/UCs1njLLfUBCTAfSZ3Q7gq2Q Did not had to wait for Godot (pun intended) 4.0 to make a very cool terrain, particle and water system. The part that does really matter is the core rendering engine, and this should improve drastically in Godot 4.0