1,107 karma · joined July 3, 2013
spruce at timberdig dot com
On the performance side, I think that depends on what's being attempted and how. MaidSafers like to reiterate the notion that popular content will have chunks cached more broadly across the network, but that is only one aspect. There are other things that are not intuitive about how to develop a distributed application with no central authority. And their current model does not include sharing computing power (no Function-as-a-Service type of thing); just storage and bandwidth.
[0] https://medium.com/@yobanjo/goodbye-blockchain-hello-datacha...
[1] https://metaquestions.me/2016/07/20/data-chains-what-why-how...
My understanding is that those coming from Unity often get tripped up by Godot's scene/instancing system because it's somewhat different than how prefabs work. Subtrees in a scene can be broken out into a separate scene and instanced. Elements as basic as a bullet should be implemented as a scene and then instanced and customized as needed. A common sentiment I've seen is, once it "clicks," they can't imagine going back.
I've only spent a few hours in Godot since recently cloning/building the master branch, and I already have a nice force-directed graph implemented. If it gets to a point where the number of graph nodes affects performance, I can move the force calculations from GDScript to cpp or another native option.