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by the_other_b 2214 days ago
It's getting there, I think it's missing the top layer of polish. I've been working with it for a couple years now and it has some bugs that really hinder development speed.

That being said, once those issues are fixed I think it'll be a hard choice to not use Godot (for what I do, more 2D work).

3 comments

> I've been working with it for a couple years now and it has some bugs that really hinder development speed.

What bugs do you think hinder dev speed?

I am vastly more productive in Godot than in Unity.

Currently I think the only criticisms I have are the 3D renderer is bad (whoop 4.0 lets go!), and there is not a strong community/asset marketplace.

I _love_ the workflow, though.

I'm a full time game dev and started a fairly large 3d project in Gotdot last September, I worked in it for about 2 months full time before moving to another project with another team.

The bugs that hindered my productivity were mostly "land mines" that I discovered along the way.

1. I thought having my scripts as internal scripts sounded good for a week until I realized there are all kinds of undocumented problems with storing your scripts that way. I had to refactor.

2. There is no selection outline around mesh in the editor window. Makes it impossible to build a 3D scene in Godot. My guess is that the developers expect you to build the scene in Blender then import it as one big FBX. (But that's not ideal for some things)

3. Then I hit the dangling reference bug and that was a heavy blow to my enthusiasm. The fact you can save a reference to an object in a variable, and that the engine can then change what object your variable is pointing to under the hood. It's such a fundamental bug it makes me wonder what other massive issues are there waiting for me to run into. My work around was to listen for signals for when object references were removed from the scene and manually clearing them, but its a real drag.

There were a few other things, but those ones stand out in my memory as examples of why I don't think I can work in it yet.

The reference bug won't be fixed until 4.0, so have another look at Godot then.

Update: Here are the bugs I logged.

https://github.com/godotengine/godot/issues/31758 https://github.com/godotengine/godot/issues/32383

If we're thinking of the same dangling Variant bug, a fix was backported to 3.2.2 (releasing soon): https://godotengine.org/article/dev-snapshot-godot-3-2-2-bet...
Good news!

Update: Although if I had continued with my project from September I would have shipped with this bug. That's quite a long turn around.

Wow these are some wild bugs.

I have never used a built in script and agree it should be removed.

I have never hit the dangling reference bug, and I agree it is critical. Good thing its fixed now.

I have been laying out scenes in 3D without the selection outline. It seems like a good feature to add. What I truly love about Godot is that you or I can actually add that feature. I know that turns some people off, but it actually is very attractive to me.

I think although it is missing that layer of polish, the underlying foundation layer is so much better built.
Would you recommend Godot for making a 2D bullet hell type game?
I actually built a fairly functional combination of bullet hell and tower defense game in Godot about two years ago. Beware, though: the 2D lighting system for Godot is extremely slow, so if you want a buttery smooth FPS, don't do any crazy lighting.
Godot will do the job quite well, although there are plenty of alternatives that may also be worth a look (some open source, some source available): Defold, Solar2D, Heaps.io, etc. There are many good choices nowadays, although Godot gets the most love on HN.

I played with it about 2 years ago (even contributed some code to godot-cpp!) and it was pretty good, but it did have some gotchas and issues. Many are likely fixed now. You should just give it a try, its easy to get started and then you can judge for yourself.

Yes, Godot would handle that very well.