Lack of important features, no asset store, not as mature (more bugs), no native console support, no low-level rendering access, no texture streaming, and on and on.
Lack of important features, no asset store, not as mature (more bugs), no native console support, no low-level rendering access, no texture streaming, and on and on.
Spot-on, this would be my bet too.
It is classic internet outrage complely disconnected from what smaller game devs have to go through. Don’t get in the way of a good internet outrage as a legit, actual gamedev who knows why this is damn near impossible, or you’ll get downvoted.
The whole argument of leaving Unity hinge on the fact that Godot is a close replacement, it is not.
Godot is fine for solo/very small indies and people trying to learn gamedev, but it is not ready quite yet. Most devs still are stuck using proprietary engines.
Style over substance, and a ugly style at that. Of course lots of people are gonna love it and say it is the best thing ever.
It has been patched.
Why bother with NP++ if you already own sublime, which is arguably equivalent or better, is my question. I use Sublime and I am wondering what feature could be missing to justify still having NP++ installed.
Genuine question, why use both Sublime and NP++?
It does not get more complicated to split your example. What gets more complicated is giving all sort of unrelated responsabilities to a single class, simply because it is the path of least resistance.
In your example, all you need is an extra module listening for configuration changes and reacting to it. This way you leave your context-specific logic out of your data model, no need for cyclic dependency. There are so many downsides to cyclic dependency, to justify it because splitting your logic is “too complicated” really isn’t a strong argument.
Define ethically sourced.