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Re:Godot for AA/AAA game development – What's missing? by teawrecks on Monday January 16, 2023 @12:07PM (#34402764)
Care to elaborate?
Re:Godot for AA/AAA game development – What's missing? by Supermancho on Monday January 16, 2023 @12:09PM (#34402776)
Godot is still experimenting with Physics engines, rolling back to more primitive homebrew solution. The original statement was straightforward.

Ofc, that's just 1 aspect of the engine. There are numerous bugs in the IDE for 2d, which I have encountered. Also, the asynchronous event system quickly becomes cumbersome as a project grows. Ordering becomes important, for which there is no amount of control in Godot (dealing with mouse events, for example). This leaves every developer to implement a stateful dashboard, of sorts, to ensure events are handled in the correct order. This then leads to nondeterministic delays, etc.

Re:Godot for AA/AAA game development – What's missing? by Zealotux on Monday January 16, 2023 @12:09PM (#34402781)
I will assume a high-end, state of the art physics engine is a must have for any AAA game.
Re:Godot for AA/AAA game development – What's missing? by tpxl on Monday January 16, 2023 @12:17PM (#34402878)
Not really. There are whole genres where physics isn't really a thing (RTS, card games, turn based strategies). Even where there are physics, they don't need to be complex, just fast. Most fps games, for example Fortnite, don't really use complex physics stuff like joints, and most don't even have fast moving objects.
Re:Godot for AA/AAA game development – What's missing? by avx56 on Monday January 16, 2023 @12:26PM (#34403019)
Most games basically just have rigidbodies. Some cinematic-ish AAAs have fancy cloth simulation or something, but even that is usually prebaked I think.