How fundamental would you say the limitations are? Is it just a matter of progress? and maturity?
How fundamental would you say the limitations are? Is it just a matter of progress? and maturity?
I hit a few annoyances like that.
But! Godot has not been standing still and is constantly improving. I haven't had a chance to try it out again since, but I wouldn't be surprised if the issue I hit have been fixed. Its just important to note that it doesn't have the same manpower behind it that Unreal or Unity have and to temper your expectations accordingly. It is a great engine, though, and getting better all the time.
I'm also still very proud of the fact that there's a tiny bit of code I contributed in godot-cpp :)
My friend works at a studio who's doing an open world game in Unity and they did : their own terrain system (with their custom tessellation, collision system, etc.), their own LOD system, their own pathfinding algo, their own crowd sim, their own multiplayer sync, etc.
Similarly, this person :
https://www.youtube.com/channel/UCs1njLLfUBCTAfSZ3Q7gq2Q
Did not had to wait for Godot (pun intended) 4.0 to make a very cool terrain, particle and water system.
The part that does really matter is the core rendering engine, and this should improve drastically in Godot 4.0