>If you read my text above, you will see why this approach is not wanted. It's fantastic for AAA games, but Godot being a general purpose game engine has different requirements.
That does seem to exemplify what the GP means in terms of trying to aim for performance. I am not at all reassured of "CPU driven renderer is very performant" mentioned in the same post I'm reading. I'm sure these days you can run 90% of 2D games on the CPU with zero issue (outside of maybe not having a potato for a minspec if you utilize heavy VFX), but that sounds like a recipe for performance issues on anything more than the most simple 3D games.
Comments from the founder here happened consistently over the years and is part of why I decided to pursue another open source engine instead in the end, as someone looking to make a medium-scale 3D game.
I don't mean this as a slight to Godot; it is in fact much better to focus on one audience than be a swiss army knife, and I'm sure many game devs are right at home in Godot. But I can't help but admit that these rigid responses of "this way is good, you're wrong" instead of "this way is a compromise to provide design convenience over raw performance" rubs me the wrong way.
>If you read my text above, you will see why this approach is not wanted. It's fantastic for AAA games, but Godot being a general purpose game engine has different requirements.
That does seem to exemplify what the GP means in terms of trying to aim for performance. I am not at all reassured of "CPU driven renderer is very performant" mentioned in the same post I'm reading. I'm sure these days you can run 90% of 2D games on the CPU with zero issue (outside of maybe not having a potato for a minspec if you utilize heavy VFX), but that sounds like a recipe for performance issues on anything more than the most simple 3D games.
Comments from the founder here happened consistently over the years and is part of why I decided to pursue another open source engine instead in the end, as someone looking to make a medium-scale 3D game.
I don't mean this as a slight to Godot; it is in fact much better to focus on one audience than be a swiss army knife, and I'm sure many game devs are right at home in Godot. But I can't help but admit that these rigid responses of "this way is good, you're wrong" instead of "this way is a compromise to provide design convenience over raw performance" rubs me the wrong way.