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by clarkrinker
2210 days ago
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One of my favorite parts about Godot is that it gets away from those crazy load times / lockup you experience in Unity/Unreal. The .import file it associates with your asset is plaintext. Definitely running into fewer merge conflicts. |
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The scene file is actually _readable_!!!!
The node and resource systems are vastly more accessible than Unity IMO.
Workflow feels so much better in Godot than Unity.
Godot's problems are in it's 3D renderer. It's not very performant nor good looking and has some shadow bugs...
Godot 4.0 should fix all that stuff.
The renderer is fine for my indie/low poly style, but is pretty limiting for advanced post processing and realistic designs.
The particle system isnt very good in godot 3.x so far either.
Godot has some a noticable lag spike when shaders compile as well.
So, there's lots of issues related to rendering and advanced stuff, but for my purposes, godot is way more productive than Unity for me. And thats because:
- the scene hierarchy has a superior design
- the keyboard hotkeys are better
- compilation time is non existant
- hot reloading works
- gdscript is faster to write than C#
- scene & resource files are more git friendly
- documentation is local and in-editor
- gdscript has opinionated & accessible apis for things that other languages make hard (string manipulation, encryption, file system access)
Godot is the future. I promise you this.