|
|
|
|
|
by avx56
1245 days ago
|
|
Godot felt frustrating to use every time I've tried it, on both 4.x and 3.x versions. Compared to Unity, it was a massive improvement, the editor was much faster without crashing, and it had a reasonable node-graph design. However, I think some of the "elegant" designs pursued in Godot and some up-and-coming Rust game engines often end up feeling very time-consuming to fit your code in their abstraction (whether it be ECS or nodes), and honestly sometimes it's nice to just sit down, write some terrible macro-ridden C++ that subclasses from 15 different classes in a hierarchy that would make Alan Kay cry, and get an object that can be scripted from your level editor seamlessly. It's janky, but nonetheless it works. |
|