• dyma@lemmy.world
    link
    fedilink
    English
    arrow-up
    39
    arrow-down
    3
    ·
    10 months ago

    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.

      • Boxman@lemmy.world
        link
        fedilink
        English
        arrow-up
        9
        ·
        10 months ago

        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.

          • Boxman@lemmy.world
            link
            fedilink
            English
            arrow-up
            3
            ·
            10 months 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.

        • Postcard64@lemmy.world
          link
          fedilink
          English
          arrow-up
          2
          ·
          10 months 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.

      • Dr. Bluefall@toast.ooo
        link
        fedilink
        English
        arrow-up
        3
        ·
        10 months 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).