As an avid godot dev, the only gripes that I’ve had with it are a) merge conflicts can be a nightmare (but you can use git unlike unity sooooooo) and b) it lacks some deep control, but I was just able to fork it and implement it myself lmao.
It’s actually really polished imo. It’s sleek, minimal (compared to the others in its weight class), only 100mb, and development is just accelerating.
Things like oblique clipping planes for the camera’s frustum. Basically something so specific and niche that it’s kinda understandable that it’s not a focus of the main engine.
I’ve been using git with Unity for 6 years and it works fine. Merge conflicts with scenes are painful, sure, but I guess that’s just the way it is. In my use-case there weren’t many conflicts.
Just out of interest, what are the shortcomings of Godot?
As an avid godot dev, the only gripes that I’ve had with it are a) merge conflicts can be a nightmare (but you can use git unlike unity sooooooo) and b) it lacks some deep control, but I was just able to fork it and implement it myself lmao.
It’s actually really polished imo. It’s sleek, minimal (compared to the others in its weight class), only 100mb, and development is just accelerating.
What does “deep control” mean?
Things like oblique clipping planes for the camera’s frustum. Basically something so specific and niche that it’s kinda understandable that it’s not a focus of the main engine.
Will you submit a pull request with your fork? Maybe other users could benefit from it
I’ve been using git with Unity for 6 years and it works fine. Merge conflicts with scenes are painful, sure, but I guess that’s just the way it is. In my use-case there weren’t many conflicts.
IIRC it doesn’t have quite as much polish as Unity or Unreal, and last I researched, it doesn’t run natively on Wayland (yet).