Seems like carrying a lot of Godot baggage around for nothing.
Seems like carrying a lot of Godot baggage around for nothing.
Also, I am not sure about how easy it is to build binaries using SFML for various platforms (such as WASM), but with Godot you just have to download the right template.
One side is that i started developing it with godot, and the game has well alot of menu stuff going on (without wanting to go to much into detail but you are to a certain degree able to configure units outside of a match into "blueprint" like system). This whole editor / management etc stuff got quite big and works really well.
Means, when i hit the gdscript limits, i did not want to port all of the existing stuff that already works perfectly fine with godot.
And ye since the c++ only runs math simulations but i still use the godot renderer (which so far seems to work out perfectly fine) i was okay with that mixed solution (for now).