What I noticed is that it's actually much harder to use Godot than expected. Yes it does significantly reduce the amount of code you have to write for your game but it opens up questions of how to structure your project because the scene editor doesn't actually match how I would make my own games if all I had was SDL2. For example if you just straight up write code to add nodes to the scene graph it will create a disconnect between what is displayed in the editor and the actual game. Figuring out how to keep the editor and code in sync is a problem unique to Godot and this is very disconnected from general software development.
> What I noticed is that it's actually much harder to use Godot than expected. Yes it does significantly reduce the amount of code you have to write for your game but it opens up questions of how to structure your project because the scene editor doesn't actually match how I would make my own games if all I had was SDL2.
I agree. But what I've learned in my short time using Godot is embracing Godot's scene system and not fighting it seems to help.
You can also bypass the scene system. The scene system is a optional abstraction on top of a seemingly more data-oriented core where everything is just a RID (Resource ID).
> For example if you just straight up write code to add nodes to the scene graph it will create a disconnect between what is displayed in the editor and the actual game
It does happen in Unity and Unreal too when you strictly work in the visual editor without writing much code.
It also happens in Qt and similar WYSIWYG visual editors where they often cannot render full dynamic content in the editors. But in all those cases you can just write everything in code without using the visual tools, and you can do that with Godot as well.