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I'd fund it if I could use it to actually ship something and make money. I've donated to other software projects. If, say, for several thousand bucks they'd act
by churnedgodotdev 4y ago
I'd fund it if I could use it to actually ship something and make money. I've donated to other software projects. If, say, for several thousand bucks they'd actually give me a tiny bit of support by fixing bugs in the "stable" branch that affect me then I'd pay up. At this point though if I want to actually ship using open source I find I can actually get things done faster using SDL2. Because SDL2 is a minimal layer over native if there is an issue I can actually figure out what native calls are happening in what order. If controller inputs are wonky or textures are the wrong color I can figure out why. Godot does try to use an understandability friendly subset of C++ (no template metaprogramming and such) but it is still too sophisticated for me to quickly dive in and understand how it all works; and it is certainly too complicated for its core maintainers to be able to quickly dive in and fix longstanding open issues in "stable".