<story><title>Godot for AA/AAA game development – What&apos;s missing?</title><url>https://godotengine.org/article/whats-missing-in-godot-for-aaa/</url></story><parent_chain><item><author>lazypenguin</author><text>Godot is a nice engine. I did a 3D project in it during the 3.0.x era and it was by far the friendliest and easiest engine I have used to-date. I think it gets a lot of love from people (myself included) because of that. The node system is absolutely wonderful to work with and GDScript is not bad as well. It&amp;#x27;s the most productive I&amp;#x27;ve been in a game engine and I regularly contemplate going all-in on Godot for the future.&lt;p&gt;However, ultimately I abandoned that project because there were too many papercuts in Godot for me to be satisfied. Godot felt like it was a sort of &amp;quot;jack of all trades master of none&amp;quot;. Everything worked pretty well but not one thing was fully polished for real world usage. There were ultimately at least one or two shortcomings in every system that just made the experience frustrating when trying to deliver a real project. For example, the asset import system is great but it fell down once I imported by 40,000+ assets or there were limited controls for navigating around the 3D viewport or odd behavior in physics functionality like slide and move that basically meant I needed to write my own equivalent. I am more than willing and able to work around limited features or fix bugs but there&amp;#x27;s something about &amp;quot;almost does what I need but it&amp;#x27;s not done yet&amp;quot; that is a real motivation drain. Maybe it&amp;#x27;s unfair of me, the retort is always &amp;quot;it&amp;#x27;s open source, contribute back!&amp;quot; but alas that is how I felt as a USER before I considered being a CONTRIBUTOR.&lt;p&gt;I&amp;#x27;ve been tracking Godot since then and there have been HUGE amounts of work in lots of different systems, it&amp;#x27;s been quite amazing to watch. However, these decisions were quite ambitious as outlined in this blog (rewrite physics, rewrite renderer, massive upgrades to scripting language, etc.) that now the &amp;quot;polished&amp;quot; experience I&amp;#x27;ve been waiting for has been postponed again. I&amp;#x27;m optimistic the day will come where Godot becomes &amp;quot;good ole reliable&amp;quot; but until then I will keep waiting and begrudgingly use something else.</text></item></parent_chain><comment><author>demindiro</author><text>&amp;gt; Maybe it&amp;#x27;s unfair of me, the retort is always &amp;quot;it&amp;#x27;s open source, contribute back!&amp;quot; but alas that is how I felt as a USER before I considered being a CONTRIBUTOR.&lt;p&gt;Even as a contributor I&amp;#x27;ve found it very frustrating to contribute to Godot.&lt;p&gt;I&amp;#x27;ve found lots and lots of bugs while working on my own projects using Godot. I spent a lot of time digging in the engine code to figure out the cause, make an issue and a patch if I could.&lt;p&gt;However, even small changes take a lot of time and effort. While I used Godot 3 for my own projects most of the PRs had to be based against 4. At the time Godot 4 was in a very sorry state and I ran in many, many issues that made it hard to test if the same fix for Godot 3 also works in Godot 4.&lt;p&gt;I wrote some libraries to work around issues that I (or others) could not get fixed or reverted (e.g. I replaced the physics engine with Rapier3D because I really needed more stable and &lt;i&gt;working&lt;/i&gt; joints) but I eventually threw in the towel and decided to focus on other hobbies.</text></comment>
<story><title>Godot for AA/AAA game development – What&apos;s missing?</title><url>https://godotengine.org/article/whats-missing-in-godot-for-aaa/</url></story><parent_chain><item><author>lazypenguin</author><text>Godot is a nice engine. I did a 3D project in it during the 3.0.x era and it was by far the friendliest and easiest engine I have used to-date. I think it gets a lot of love from people (myself included) because of that. The node system is absolutely wonderful to work with and GDScript is not bad as well. It&amp;#x27;s the most productive I&amp;#x27;ve been in a game engine and I regularly contemplate going all-in on Godot for the future.&lt;p&gt;However, ultimately I abandoned that project because there were too many papercuts in Godot for me to be satisfied. Godot felt like it was a sort of &amp;quot;jack of all trades master of none&amp;quot;. Everything worked pretty well but not one thing was fully polished for real world usage. There were ultimately at least one or two shortcomings in every system that just made the experience frustrating when trying to deliver a real project. For example, the asset import system is great but it fell down once I imported by 40,000+ assets or there were limited controls for navigating around the 3D viewport or odd behavior in physics functionality like slide and move that basically meant I needed to write my own equivalent. I am more than willing and able to work around limited features or fix bugs but there&amp;#x27;s something about &amp;quot;almost does what I need but it&amp;#x27;s not done yet&amp;quot; that is a real motivation drain. Maybe it&amp;#x27;s unfair of me, the retort is always &amp;quot;it&amp;#x27;s open source, contribute back!&amp;quot; but alas that is how I felt as a USER before I considered being a CONTRIBUTOR.&lt;p&gt;I&amp;#x27;ve been tracking Godot since then and there have been HUGE amounts of work in lots of different systems, it&amp;#x27;s been quite amazing to watch. However, these decisions were quite ambitious as outlined in this blog (rewrite physics, rewrite renderer, massive upgrades to scripting language, etc.) that now the &amp;quot;polished&amp;quot; experience I&amp;#x27;ve been waiting for has been postponed again. I&amp;#x27;m optimistic the day will come where Godot becomes &amp;quot;good ole reliable&amp;quot; but until then I will keep waiting and begrudgingly use something else.</text></item></parent_chain><comment><author>rstupek</author><text>That&amp;#x27;s one of the issues with open source, polishing isn&amp;#x27;t &amp;quot;fun&amp;quot;, where massive rewrites to a new thing are.</text></comment>