Godot 4.3 Game Engine to Feature Native Wayland Support
phoronix.com
phoronix.com
As a consequence of running the editor, Godot also has great support for UI primitives, which I'm taking great advantage of in my own game!
Here's an overview of what's available: https://docs.godotengine.org/en/stable/tutorials/ui/index.ht...
https://docs.godotengine.org/en/3.1/getting_started/step_by_...
https://docs.godotengine.org/en/stable/tutorials/ui/index.ht...
https://docs.godotengine.org/en/latest/classes/class_project...
https://github.com/argosopentech/Conquest
The biggest problem I've run into with Godot is that newer versions of the engine seem to frequently break my existing code.
Godot is open source, and doesn't have the licensing fee controversy. You will not have to pay for Godot (unless you need to release to consoles). I also personally like writing GDscript.
1.: https://gitlab.freedesktop.org/wayland/wayland-protocols/-/m...
2.: https://gitlab.freedesktop.org/wayland/wayland-protocols/-/m...
It is far from a "farce" and your proof, if you read the discussions you provided are for corner cases and specific implementations that go against the explicit and specific designs of what the protocol should do.
You're purposefully misleading the discussion (which is fantastic - Godot being Wayland native is a huge success and benefit for the engine on Linux).
[1] https://www.ubuntubuzz.com/2021/10/distros-which-adopted-way...
[2] https://www.redhat.com/en/blog/rhel-10-plans-wayland-and-xor...
Besides that, only RedHat and Collabora consultants are pushing for Wayland. People that actually use their computer (as in requiring e.g. drag and drop to work properly) stay on X11 and have done so for the last 16 years.
And drag and drop exists in Wayland. I can detach a tab from my browser and a new window appears and moves with the mouse. It seems that proposal was to replace an unstable protocol.