Re:Modern C++ Won't Save Us (2019)
by nightowl_games on Monday April 26, 2021 @01:39PM
(#26945427)
Hey Floh, love your work! It's validating to hear you say these things. For me, the biggest annoyance with Godot's code base is the lack of clear ownership semantics (no use of smart pointers), and the use of fully hand rolled collection types for everything. It makes it hard to inspect variables in a debugger! Also the performance of the collection types are bad because of all the allocations. Seems like those problems will never get solved as it would be too expensive to rectify.
On the other hand, many games don't need to juggle more than a few dozen to a few hundred dynamic instances of one "thing" (outside of the particle- and animation-systems at least), so for most games a modern ECS design is definitely overkill (except for some specific parts of the game). Providing a good "game building workflow" in the editor is definitely more important.