Tiggie_Tiger
kiwifarms.net
- Joined
- Sep 12, 2020
I think Godot is a pretty horrible engine for a few reasons. I've used a handful of engines (even written my own projects in C/C++ directly with OpenGL and shitty Vulkan), and Godot by far is the most annoying to work with. The only good thing I can say about Godot is that it's smaller and more compact and its ok for prototyping. It has lowered the barrier for newer game devs but this comes at a cost (I'll get to that later).Honest question.
What do you guys dislike about the Godot UI famework? Seems like a pretty good system to make scalable GUI but idk.
What do other engines do better?
Also, the Cyclops Level Builder is a huge boon to Godot users. Hopefully Vincent Kalle won't have to awkwardly import BSP maps anymore.
I've ran into nasty bugs with Godot, some which have taken me weeks to solve, such as the infamous yield bug which can lead to unpredictable crashes while printing little to no errors back, which makes back tracing extremely difficult . Some bugs remain unfixed for months to years, devs randomly removing and renaming or changing parts of the API (seemingly for no reason), which have worked fine, but now you have to refactor everything because they've completely changed how you interact with those functions (in some cases they're worse compared to older versions). Godot also has a lot of missing functionality which is standard in most engines, for instance, getting a face index from a raycast hit. They've only just added such functionality with Godot 4 (which is a complete disaster of an engine imo). Godot's physics are riddled with bugs and some lead to annoying issues which are very difficult to create workarounds for.
The biggest one for me is performance and stability. Godot is pretty slow, and its prone to bloating and fragmenting memory. There are tricks you can do to better manage this, but they're pretty hacky. Godot's GDNative is absolutely dogshit and it's incredibly hacky to work with. C# support still hasn't improved much even after the Unity Debacle. It's still shit.
TL;DR Do not use Godot for more sophisticated or serious long term projects.
Godot has made game development easier for less experienced and skilled individuals, and I can't really say this is a good thing. Foremost, even for game development, you still need to understand software architecture, algorithms, and how computers ACTUALLY run your code etc. I've noticed a severe lack of skills with newer game developers, and this was greatly exposed during the Unity shitstorm. One of the worst issues is the fact they're completely dependent on these game engines. They can't take their existing codebase and move it somewhere else if shit hits the fan. They've integrated their entire project with it and now they're stuck with it. Sure, they're are tools which can move a project to a completely different engine, but they're shit and it'll just be another abandoned project. The result of such a move is unpredictable and the project will likely not work correctly or at all, and you may as well rebuild the entire project from scratch again anyway. These devs build their entire project around someone else's idea of how a game should be made.
I get why these engines exist, but the cost is just too high imo. The lack of freedom and control you have is just insane to me.
Anyways sorry for the large wall of text.