[HN Gopher] Godot for AA/AAA game development - What's missing?
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       Godot for AA/AAA game development - What's missing?
        
       Author : milliams
       Score  : 209 points
       Date   : 2023-01-16 15:24 UTC (7 hours ago)
        
 (HTM) web link (godotengine.org)
 (TXT) w3m dump (godotengine.org)
        
       | lazypenguin wrote:
       | 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's the
       | most productive I've been in a game engine and I regularly
       | contemplate going all-in on Godot for the future.
       | 
       | 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 "jack of all trades master of none".
       | 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's something about "almost
       | does what I need but it's not done yet" that is a real motivation
       | drain. Maybe it's unfair of me, the retort is always "it's open
       | source, contribute back!" but alas that is how I felt as a USER
       | before I considered being a CONTRIBUTOR.
       | 
       | I've been tracking Godot since then and there have been HUGE
       | amounts of work in lots of different systems, it'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
       | "polished" experience I've been waiting for has been postponed
       | again. I'm optimistic the day will come where Godot becomes "good
       | ole reliable" but until then I will keep waiting and begrudgingly
       | use something else.
        
         | whaaswijk wrote:
         | What's the "something else" you're currently using?
        
         | brookst wrote:
         | Thanks for the excellent write up with big picture thoughts and
         | concrete examples. I only regret that you didn't hit the
         | "waiting for Godot" punchline harder.
        
         | raffomania wrote:
         | Interesting - you're describing my experience with Unity, and I
         | ultimately switched to Godot because of my frustration with
         | Unity.
        
           | warent wrote:
           | I've been using Unity for a few months now and what is most
           | frustrating is how lazy and unprofessional the company
           | presents itself.
           | 
           | They basically found that the Asset Store is such a huge
           | source of revenue for them that they now completely over-
           | leverage it and abuse the community for profit. For the few
           | things they do ship, they routinely break things for
           | backwards incompatibility or literally just ship half
           | complete "products". If you want to do anything meaningful in
           | Unity you either have to build it yourself from the ground up
           | or buy plugins.
           | 
           | An example: their AI navigation system is so lacking in
           | features, they haven't updated it in nearly two years, and
           | the last ship they did was literally _half broken and buggy_
           | for several use cases.[1]
           | 
           | Also their help desk is currently broken, replacing random
           | text with "$$anonymous$$" and deleting replies[2] :)
           | 
           | 1: https://github.com/Unity-Technologies/NavMeshComponents
           | 
           | 2: https://forum.unity.com/threads/certain-characters-and-
           | group...
           | 
           | EDIT:
           | 
           | This comment is definitely a venting comment, but I didn't
           | want it to come across like Unity is pure ass. It has a lot
           | of really great things too. I've especially enjoyed their
           | abstractions around vectors, quaternions, cameras, and
           | local/world space. You can do a lot of really complicated
           | operations that look and feel great, without having what
           | would normally require some pretty advanced math knowledge
           | that is beyond me
        
             | arjonagelhout wrote:
             | I have been using Unity for around 5 years now, and have
             | come across many issues, from lacking documentation, weird
             | APIs, breaking or forever-in-experimental packages, to
             | issues with implementing best-practices for software
             | development.
             | 
             | However, its core is really robust and powers almost all VR
             | experiences and startups, such as Gravity Sketch and Arkio.
             | Which is why I still find myself drawn to Unity.
        
         | rstupek wrote:
         | That's one of the issues with open source, polishing isn't
         | "fun", where massive rewrites to a new thing are.
        
           | edflsafoiewq wrote:
           | I don't know about fun, but structurally, polish is one of
           | the hardest things to contribute to an open source project.
           | Polishing usually has a very large "activation energy", where
           | the overhead of synchronizing, making a PR, building
           | consensus, etc. dwarfs the actual effort in the patch.
           | Polishing may involve hundred or thousands of small changes
           | like this. Outsiders are likely to prefer contributing large
           | features where the effort involved is more commensurate to
           | the benefits.
        
             | dymk wrote:
             | On top of that, polish usually involves some amount of
             | opinionated design, which can be hard to contribute to an
             | open source project - you'll break someone else's workflow,
             | or maybe it doesn't mesh with the ideas of a core
             | maintainer, etc.
        
           | kwertyoowiyop wrote:
           | Just like all other software!
        
           | worldsayshi wrote:
           | I don't understand why there hasn't been a widely successful
           | crowd financing platform for open source yet.
           | 
           | I imagine it has to be a bit complex but it sounds like a
           | solvable problem.
        
             | Mountain_Skies wrote:
             | Wikipedia, Mozilla, Gnome... they've all been found to be
             | poor stewards of donated money, using it for pet
             | ideological projects instead of the projects that are the
             | foundation of each organization. If I go to the discussion
             | site for many FOSS projects, it's hard to go very long
             | without seeing lots of political activism being pushed.
             | FOSS decided to become political or those who are political
             | decided to invade FOSS. Either way, they've made their bed
             | and now it's shrinking their pool of potential resources.
        
               | darkwater wrote:
               | FOSS had _always_ beeen political. How the heck is giving
               | you the freedom to modify and tinker the source code of
               | the software you are using, no string sattached, not a
               | political act? I think it 's fair to say that then "the
               | ones who just want to have things for free as in beer"
               | came. But FOSS has always been pretty utopian.
        
               | drdeca wrote:
               | The word "political" is used in a number of ways. When
               | someone says "How could <x> __not__ be political? Of
               | course it is political." in response to someone
               | complaining about <x> becoming political, I think the
               | person responding is typically using the word "political"
               | in a way different from how it was being used in the
               | original complaint.
               | 
               | I think it would be best to attempt to understand what
               | the person complaining meant by "political", (and if one
               | dislikes using the word "political" by itself to express
               | that idea, or if is unsure if one is interpreting
               | correctly, perhaps rephrase the idea in one's own words,
               | and maybe ask if that was what was meant) and respond to
               | that.
               | 
               | I saw a poll result the other day, which said that, in
               | 2020, some voters and some corporate executives were
               | asked whether they approved of companies expressing
               | support for political/electoral/whatever causes/social
               | issues, and given the options of "yes", "yes, but only if
               | directly related to the company's core business", and
               | "no". According to this poll result, less than 40% of
               | voters picked "yes", and almost 80% said either "yes" or
               | "yes, but only if directly related to the company's core
               | business". (for completeness, but not really relevant to
               | my point : over 60% of the corporate executives polled
               | said "yes", and under 10% said "no")
               | 
               | Perhaps an analogy can be drawn between these two
               | situations?
        
             | jakear wrote:
             | IMO the issue is as soon as it's paid, there needs to be a
             | "Software Engineering Manager" of some sort or another in
             | the middle of the payers and the workers. That's a very
             | difficult job to hard-code.
             | 
             | Having spent some time maintaining large OSS projects as a
             | first party engineer, these are the options I see:
             | 
             | - pay a fixed donation per month, a la patreon/etc. I would
             | never do this. If I'm buying software for a company I want
             | a real support contract, not a "I'll really try to respond
             | to your issues with higher priority!". If I'm using
             | software in a personal project, I want the monthly burn to
             | be as close to 0 as possible. Also, who takes that money?
             | What do third party PR submitters get? What do people who
             | submit excellent issue reports with crash dumps and full
             | debug traces get? What do first party PR reviewers get?
             | Third party? etc. etc.
             | 
             | - stake money on the closing of a given issue/PR. This is
             | better, but comes with a whole can of worms. The obvious
             | failure mode is a third party contributor submitting a PR,
             | the maintainer saying "eh.... I don't really agree with the
             | way you've done this", then building it themselves. Next
             | step on that train is a fight between the third party and
             | the maintainer about how much influence one's code had on
             | the other. Even if that doesn't happen, the maintainer is
             | almost guaranteed to request changes of some sort, who
             | decides how much the maintainer gets for their work
             | reviewing versus the third party for their work
             | contributing?
             | 
             | Not to mention the dirty little secret behind many third
             | party contributions: if you are new to the repo, the
             | frameworks, oss in general, etc., it is highly likely that
             | the maintainer's work in holding your hand through
             | contributing to the repo will far outweigh the work they'd
             | need to put in to make the change themselves. But few would
             | agree to paying the maintainer to accept their PR, or
             | likely even the maintainer getting more money than them for
             | their own PR.
        
             | rcme wrote:
             | People generally don't like to pay for things they can get
             | for free.
        
             | hutzlibu wrote:
             | liberapay.com is pretty much that.
             | 
             | No fees - 100% non profit.
             | 
             | Probably not "widely successful", though, otherwise you
             | would have heard of it. And the overal money flowing
             | through it, is quite modest. The main problem is still in
             | the minds of people, I think. If something is free, then
             | there is no need to pay, then most won't pay (or they pay
             | 5EUR and think they own the developer now).
        
             | Karsteski wrote:
             | Patreon exists, but I hesitate to contribute to
             | projects/people through Patreon as I want to give them as
             | little money as possible...
        
               | worldsayshi wrote:
               | I also feel that something like Patreon doesn't reflect
               | the semi-decentralised way open source is built.
               | 
               | There needs to be features like feature/bug-bounties that
               | you can trust even if you don't fully trust the repo-
               | owner/maintainer?
        
               | Karsteski wrote:
               | I'd be more okay with donating via Patreon if they didn't
               | do the thing where every internet platform that becomes
               | successful feels the need to start going down the
               | political route. I'm not sure if this is a more of an
               | issue due to the employees, or due to social media
               | pressure, or if it's just "keeping up with the times" but
               | I hate it. And it's also so US-centric, which makes sense
               | as they are usually US-based companies, but it just
               | irritates me looking from the outside.
        
               | bee_rider wrote:
               | As someone who doesn't follow the details of day to day
               | Very Online politics-adjacent drama, I haven't heard much
               | about Patreon, so... they seem to be threading the needle
               | well enough to stay off the radar of boring normies like
               | myself. What's their issue?
        
               | Jensson wrote:
               | They started banning creators who made NSFW content a few
               | years ago, might be that. They never allowed porn, but
               | they started hammering down on all sorts of erotic
               | material. I don't really care, but others do.
        
               | bottled_poe wrote:
               | This seems like a natural outcome of running such a
               | platform. The platform is trying to optimise revenue.
               | They can choose which user complaints to support/reject
               | but they can't satisfy everyone.
        
               | remram wrote:
               | opencollective maybe? They have multiple "hosts" that
               | handle receiving the money, tax paperwork, and approve
               | spending. So a project probably doesn't need too much
               | trust if you trust the host... if I understand this
               | right.
        
               | dv_dt wrote:
               | There is always Liberapay
               | https://en.wikipedia.org/wiki/Liberapay
        
         | danbolt wrote:
         | I love `move_and_slide` and it's perfect for me, but you're
         | right that it's a very opinionated implementation. I found I
         | was making huge strides in 3D very quickly, but a friend
         | essentially had to re-implement it for their game.
         | 
         | I'm curious if the best solution would be to expose more
         | optional knobs and switches for KinematicBody, or to have a
         | bigger ecosystem of open-source variants.
        
         | therein wrote:
         | Tangentially to your post, but nonetheless interesting:
         | 
         | "jack of all trades master of none" is the shorthand version of
         | the full phrase "A Jack of all trades is a master of none, but
         | oftentimes better than a master of one" which has been used
         | since 1721.
        
         | demindiro wrote:
         | > Maybe it's unfair of me, the retort is always "it's open
         | source, contribute back!" but alas that is how I felt as a USER
         | before I considered being a CONTRIBUTOR.
         | 
         | Even as a contributor I've found it very frustrating to
         | contribute to Godot.
         | 
         | I'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.
         | 
         | 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.
         | 
         | 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
         | _working_ joints) but I eventually threw in the towel and
         | decided to focus on other hobbies.
        
           | philipwhiuk wrote:
           | > While I used Godot 3 for my own projects most of the PRs
           | had to be based against 4.
           | 
           | The lack of support for anything than the bleeding edge in
           | open source is a huge issue :(
        
         | throw_m239339 wrote:
         | I mean it's a relatively young open source project. It took
         | Blender 25 years to get where it is now and it still has some
         | major flaws compared to the paid competition, and will need
         | extensive rewrites if it wants to move forward because right
         | now the C part is a horrible mess.
         | 
         | Godot isn't going to compete against Unity or Unreal anytime
         | soon. Godot's team doesn't have billions at their disposal like
         | Epic or Unity.
         | 
         | edit: Blender also had major advantage aside from begin free,
         | it could do physics and volumetrics for free when the
         | commercial competition required yet another paid plugin just
         | for that stuff, so why pay when the free solution does more
         | than the competition? and let's not even go into requiring
         | separate paid rendering engines for the renders to look
         | decent...
        
           | fckgnad wrote:
           | I think though that there's an apex all game engines reach
           | where technological progression just slows down even when you
           | have millions of developer dollars to throw at it.
           | 
           | It's the reason why something like blender can catch up with
           | state of the art commercial offerings and I think Godot could
           | go through the same thing.
        
             | fbdab103 wrote:
             | Isn't that true of all software? At some point, things
             | should be able to be fully feature complete. Maybe update
             | the UI toolkit every five years to appear fashionable.
             | 
             | In practice, the industry loves to replace fully working
             | projects rather than tweak existing, so we will never get
             | to such a state of nirvana.
        
               | fckgnad wrote:
               | Can't prove if it's true of all software. But examples of
               | categories of this type seem to exist. Linux and blender
               | are two examples.
               | 
               | The software never gets to total nirvana. What happens is
               | it gets to a state of nearly nirvana such that changes
               | are tiny.
        
         | snarfy wrote:
         | > limited controls for navigating around the 3D viewport
         | 
         | I still haven't figured this out yet. It's really weird it's so
         | difficult to navigate the viewport, which is a really basic
         | operation for a 3D engine. I've made plenty of levels using the
         | unreal editor, but I can't figure it out in godot.
        
           | tpxl wrote:
           | What's missing? It's got rotating (MMB), panning (Shift +
           | MMB), zoom (scrollwheel) and focus on object (F).
        
             | snarfy wrote:
             | Zoom is limited. It's not infinite zoom. How do I move
             | through the level in Z direction? I saw a video mention
             | WASD keys but it didn't work for me. In unreal you can fly
             | through the level using mouse and keyboard. WASD is
             | cardinal direction and mouse is camera rotation. In godot
             | mouse wheel zooms the camera, but I couldn't find a way to
             | 'move' the camera in Z.
        
               | light_hue_1 wrote:
               | Hold the right mouse button and press WASD Q/E. It works
               | as you would expect. You can press shift+F to toggle this
               | mode if you don't want to hold down the button.
        
               | snarfy wrote:
               | shift+F worked for me to toggle freelook. Thanks for the
               | help!
        
               | darkteflon wrote:
               | Not familiar with Godot but that sounds like camera
               | dolly.
               | 
               | Afaiu the reason for two different camera control schemes
               | in DCCs and game engines is that they're suited to
               | different workflows. On the one hand, object-centric
               | orbit-style controls are great for, eg, modeling, whereas
               | free-fly WASD / mouselook controls are great for level
               | blockout, in-scene camera positioning, etc.
               | 
               | By default you have to hold the right mouse down to
               | enable free-fly controls in Unreal.
               | 
               | Sorry you might know all this. Just if you are expecting
               | one camera control scheme and getting another I know it
               | can be frustrating.
        
               | the__alchemist wrote:
               | As most people working on these are probably aware, this
               | is very easy to implement in a 3d engine using a
               | quaternion orientation that rotates the WASD vectors,
               | updating position and view orientation accordingly. Can
               | do it with FPS friendly things like WASD + Q and E for
               | roll, and space and C for up/dn.
               | 
               | And blockers on patching this into the editor?
               | 
               | Context: I have a very basic engine written in Rust/WGPU.
               | Mainly using for chemistry sims. This is its default nav
               | system.
        
               | light_hue_1 wrote:
               | > Can do it with FPS friendly things like WASD + Q and E
               | for roll, and space and C for up/dn. > > And blockers on
               | patching this into the editor?
               | 
               | This is exactly how the editor works. It's just not the
               | default mode. They call it freelook mode. You can either
               | hold the right mouse button or toggle it with shift+F.
        
               | tpxl wrote:
               | TBH, this is completely undiscoverable. I can understand
               | the GP poster missing it. I went looking through the
               | menus and clicked all the buttons in the viewport and
               | didn't find this (and still can't, other than in the
               | settings).
        
               | darkteflon wrote:
               | Also how Unreal works, by default. Holding right-click
               | mouse button enables WASD movement and mouselook. Works
               | great, once you get used to it.
        
               | andybak wrote:
               | And Unity
        
         | FireInsight wrote:
         | Godot nowadays is getting to "Master" levels of 2D IMO.
        
         | uwuemu wrote:
         | [dead]
        
       | Rhedox wrote:
       | I really don't like the RenderingDevice abstraction they've ended
       | up with.
       | 
       | It's strongly reminiscent of OpenGL, doesn't expose command
       | buffers or queues (no async compute). Barriers are too coarse.
       | There's also no support for a bindless approach, no GPU driven
       | rendering or even just GPU culling.
        
         | koolala wrote:
         | What's an example of something that does blindless fully GPU
         | driven rendering? Would it mean CPU lag wouldn't slow your game
         | because the camera could be fully controlled by the GPU?
        
           | vblanco wrote:
           | I wrote extensively about that as part of my vulkan guide.
           | https://vkguide.dev/docs/gpudriven . The TLDR of it is that
           | you have the cpu upload scene information to the GPU, and
           | then the GPU performs culling and batching by itself in a
           | series of compute shaders. In most games the scene is 99%
           | static, so you can upload the scene at the beggining and
           | never touch it again. this decreases CPU-GPU traffic by
           | orders of magnitude, and if used right, gives you 10x or more
           | performance improvements. Unreal 5 Nanite tech is based on
           | this concept.
        
           | ninepoints wrote:
           | On the contrary, bindless means less work for the CPU.
           | Bindless basically means the GPU is responsible for querying
           | image and buffer resources from a global heap or descriptor
           | table.
        
         | MikusR wrote:
         | https://news.ycombinator.com/item?id=15338055
        
       | bufferoverflow wrote:
       | Godot does not have an equivalent for Nanite or Lumen.
       | 
       | Real time GI makes such a radical difference in a way games look.
        
         | Mikeb85 wrote:
         | Godot has realtime GI...
         | 
         | And while it doesn't have streaming as mentioned it does have
         | automatic LOD reduction and occlusion culling which are both a
         | part of what Nanite does.
        
           | nomel wrote:
           | > it does have automatic LOD reduction
           | 
           | Sure, Roblox does too, to some extent. Nanite allows all of
           | this to be taken to the extreme, allowing you to do things
           | that are practically impossible with other engines, including
           | Godot. I think the next gen of games, that use Nanite, are
           | going to stand out in a ridiculous way, which is often
           | appealing for AA/AAA studios.
        
         | BudaDude wrote:
         | They are working on it. The streaming section in the article
         | mentions it.
        
       | 88stacks wrote:
       | I think building a custom physics engine might not be the best
       | way to go. Its a lot of work and super complicated to get right.
       | I'd be worried that focusing on the physics will send them down
       | the wrong path. That given I really do want to see an open source
       | and widely adopted physics engine. I too have used bullet quiet a
       | bit and it worked for my smallish experiments.
        
         | capableweb wrote:
         | Seems like they accommodate using custom/third party physics
         | engines as well, according to the post. The built in one is
         | probably just gonna end up "easy to use, get started and just
         | works", but if you need something better, integrate PhysX
         | yourself.
        
       | Daunk wrote:
       | I don't make a lot of "games", but I do make a lot of tools these
       | days (native OS GUI/console-cli etc.). And I feel like Godot
       | wouldn't really be a good fit for such things, or am I wrong?
        
         | tpxl wrote:
         | IIRC Godot is made in Godot, so if you're looking to build a
         | tool like Godot, it's a good fit. For a CLI application? Not so
         | much.
        
         | EamonnMR wrote:
         | It's not going to do much for you in a CLI tool, but it's got a
         | wyswyg GUI editor which is nothing to sneeze at.
        
       | jokethrowaway wrote:
       | Godot is pretty amazing and certainly a Unity killer for me. It's
       | just that I don't need Unity either.
       | 
       | The problem is that Unreal exists and that's so far ahead it's
       | hard to imagine how the OSS world can catch up. Glad to see that
       | Godot is already thinking about streaming assets.
       | 
       | The licensing model of Unreal for small businesses is pretty
       | attractive as well as they don't charge until you made 1M. If I
       | made 1M with my game I certainly wouldn't mind paying 50k to
       | Unreal on my next million.
       | 
       | On the other side, if I'm doing something for fun (read hacking
       | on unfinished code) and I want to have the perfect abstractions,
       | Unity and Godot are certainly not what I envision. I'd probably
       | just work on something like Bevy.
        
       | mkl95 wrote:
       | > After an unsatisfactory attempt at using Bullet, Godot 4.0
       | returns to its own physics engine which, despite not being a high
       | end physics engine like PhysX, aims to offer a lot more
       | flexibility and "just works" capabilities to users.
       | 
       | This is a bit of a red flag if one of their goals is for the
       | engine to be used on AAA games.
        
         | seanw444 wrote:
         | I was about to say "they can't, the project is supposed to be
         | fully open-source." Because, you know, Nvidia. But I looked it
         | up just to double-check, and wow, that's like one of the only
         | open-source projects Nvidia has ever published. At least that
         | I've seen.
        
           | sho_hn wrote:
           | I believe you misread the quote; they're not using PhysX.
        
             | seanw444 wrote:
             | No, I read it right. I was saying that I was about to
             | explain why, but my explanation turned out to be incorrect,
             | to my surprise.
             | 
             | However, they say:
             | 
             | > That said, Godot 4.0 introduces the ability to bind
             | custom physics engines at runtime (without recompiling
             | Godot) via GDExtension, so it's perfectly possible for the
             | community to integrate other engines such as PhysX, Jolt,
             | or Box2D if need to be.
             | 
             | I'm liking this work on GDExtension. It'll make Godot a lot
             | more capable just on its own.
        
               | croes wrote:
               | But they are only mentioning PhysX as a reference for a
               | high quality phsyics engine.
               | 
               | The only tried to integrate Bullet.
        
               | shmerl wrote:
               | Isn't PhysX hardware accelerated only with CUDA? In that
               | case it would make sense for Godot to avoid it even if
               | it's open source, becasue it's targeted for Nvidia.
        
           | teawrecks wrote:
           | ianal but it could be a licensing thing. PhysX is BSD3 and
           | Godot is MIT.
        
         | light_hue_1 wrote:
         | > This is a bit of a red flag if one of their goals is for the
         | engine to be used on AAA games.
         | 
         | As much of a red flag as say Unreal? Who also dumped both
         | Bullet and PhysX.
         | 
         | The solution where you can plug your own engine in is perfect.
         | None of the physics engines are good enough for all games as
         | all engines have discovered. Better to have something simple
         | and in house for 80% of games who need only the basics and then
         | let you bring your own engine.
         | 
         | Unreal by the way doesn't even let you do that anymore. PhysX
         | support is being removed entirely in 5.
        
         | [deleted]
        
         | Mikeb85 wrote:
         | Why? What commercial game is physics-heavy?
         | 
         | Most commercial games have scripted character movement (every
         | FPS, RPG, strategy games, basically almost every genre) and the
         | only physics objects are random falling objects that don't
         | affect gameplay... Cloth simulation, cool but can be faked and
         | doesn't affect gameplay. Ragdolls, only really used when
         | characters die and again, can be faked.
         | 
         | So name a single AAA game that actually uses proper physics for
         | anything gameplay related?
        
           | ninepoints wrote:
           | Zelda: Breath of the Wild? HZD? Anything with vehicles? This
           | is a pretty unhinged take
        
           | ohgodplsno wrote:
           | Most AAA game engines have both ways to bake in physics _and_
           | to use the exact same system, real time. If you work with
           | Unreal Engine, you use the same tool to get your cloth
           | physics and you can just click a button to bake it and replay
           | it. And this applies to... everything in the engine.
           | 
           | Moving outside of your editor absolutely blows, and the less
           | you do it, the better it is. Unless the alternatives are
           | thousands of times better (nothing comes close to Substance
           | Painter, and tools like Houdini still do some things better
           | than internal tools for example. And of course, well, 3D
           | modeling is still a hellscape of zbrush and Maya.), you just
           | stay in with your tools. Nothing sucks more than having yet
           | another editor and needing to have a pipeline to keep
           | everything in sync.
           | 
           | It's not about needing crazy physics calculations directly in
           | your engine (although your particle system being affected by
           | it can do cool things), it's about not having to deal with
           | yet another tool that fixes one problem and brings in 20
           | more.
           | 
           | Also, as said, the days of fully scripted movement are pretty
           | much gone. There's physics interactions any time you have
           | vehicles involved unless you want to feel it slide around and
           | feel like crap, for example.
        
           | enragedcacti wrote:
           | KSP2, Breath of the Wild, Portal/Portal 2, Red Faction,
           | basically every VR game (HL: Alyx definitely qualifies as
           | AAA).
           | 
           | I agree it's not all that common but they are definitely out
           | there. As for whether you could build those with Godot's
           | engine I have no idea.
        
             | fbdab103 wrote:
             | I think that list just emphasizes the parents point. The
             | majority of games are getting by without dedicated physics
             | sandboxes.
        
           | mardifoufs wrote:
           | Fortnite, GTA, RDR, apex, PUBG? I mean, scripted games are
           | way less popular than they used to be. And I actually can't
           | think of more than a couple major games without some sort of
           | physics.
        
         | teawrecks wrote:
         | Care to elaborate?
        
           | Supermancho wrote:
           | 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.
        
           | Zealotux wrote:
           | I will assume a high-end, state of the art physics engine is
           | a must have for any AAA game.
        
             | tpxl wrote:
             | 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.
        
             | avx56 wrote:
             | Most games basically just have rigidbodies. Some cinematic-
             | ish AAAs have fancy cloth simulation or something, but even
             | that is usually prebaked I think.
        
       | frompdx wrote:
       | I really enjoy creating in Godot. However, I am far from a AA/AAA
       | game dev. Godot is a great tool for creating games independently.
       | Creating 2D tilemaps is significantly improved in Godot 4.
       | 
       | For me, the most exciting thing to happen to Godot is the Steam
       | Deck. The question of how to run Godot on the Nintendo Switch
       | came up frequently on r/godot. There was no practical avenue for
       | small time devs. I'm excited to see what doors the Steam Deck
       | will open as an alternative handheld gaming device.
        
         | Buttons840 wrote:
         | I think people are interested in consoles because they want
         | access to those communities. There's a lot of people that wont
         | deal with PC gaming, and those people wont use a Steam Deck
         | either. I would want my game to be available to console gamers,
         | for profit and to share my with with as many as possible. As
         | good as the Steam Deck may be, I don't think it will lessen
         | interest in the video game consoles.
        
           | Mikeb85 wrote:
           | You can't just become a console developer though... You need
           | to have proven releases on desktop or mobile before any
           | console maker will even let you touch their devkit...
        
         | singingboyo wrote:
         | I think 2D tilemaps is a great example of how quickly Godot can
         | fall over terribly, though. And that's (as has been mentioned
         | elsewhere) mostly an issue of polish. Godot can do the basic
         | version of a lot of things, but if you need more you often get
         | very deep into the weeds, very quickly.
         | 
         | With Godot 4, 2D tilemaps are incredibly awkward to use
         | alongside random generation. You have (had?) to reset neighbor
         | tiles yourself to get it to pick the correct sprite. Setting
         | large numbers of tiles at once is/was terribly slow. The APIs
         | are just a bit awkward, too. Godot 3 didn't have any of these
         | issues.
         | 
         | Basically, once you get off the beaten path, things become
         | noticeably janky in a lot of places. I'm sure some of the
         | obvious bugs will or have already been fixed for the beta, but
         | some, like tilemaps, seemed to simply have a response of "it's
         | working as intended", and others (like GDScript scalability or
         | native DLL hot reload) are simply not fixable without another
         | redesign.
        
       | qwery wrote:
       | Whether it's the scripting language or the physics engine,
       | Godot's in-house solutions (and general differences to other game
       | engines) always draw a bit of criticism. The article mentions the
       | 'considerable amount of issues' for the in-house physics
       | solution, but it doesn't make a direct statement about the
       | quantity or severity of issues to do with including bullet over
       | the years.
       | 
       | Hugely powerful and complex physics engines have become the
       | default solution to practically everything motion or collision
       | related in games. But most games don't need most of what the
       | big/serious physics engines provide. Unfortunately, there is an
       | expectation that game engines come with one of these included and
       | so they are, usually as the only built-in way to perform
       | collision detection.
       | 
       | If you're making a game that has modest 'physics' requirements,
       | you're stuck trying to break the big physics engine to get it to
       | do less. If you're making a game that does have a need for a
       | high-end solution (e.g. PhysX), it becomes increasingly painful
       | as you are forced to access the physics engine via the APIs that
       | the game engine provided.
        
       | bdickason wrote:
       | I've been using Godot off and on for the past month prototyping a
       | mobile game. The editor loads/refreshes very quickly on a macbook
       | air m1 (which hasn't been the case w/ Unity of late). The
       | workflow is intuitive and for reasonably scoped games, it's a
       | great fit.
       | 
       | I was surprised to not feel limited by gdscript (having no python
       | background and doing most work in JS for the past decade). I
       | picked it up quickly and it's well documented and integrated into
       | vscode.
       | 
       | Not sure if it would be my choice for a large game with millions
       | of entities (e.g. an online RPG that needs an ECS system) but for
       | small 2d games it is a delight to work with.
       | 
       | I may be the minority here, but I hope Godot doesn't try to cater
       | to AA/AAA devs and keeps small indies front and center as the
       | focus.
        
       | tete wrote:
       | Super subjective. Not a Godot developer/user/..., just a gamer
       | who played games that were developed with Godot.
       | 
       | Not much I'd say, given that there's quite a few "successful"
       | (eg. enough buyers for many positive reviews) games on Steam.
       | Also based on those games typically being very small studios I'd
       | assume that if a company that repeatedly throws out AAA games
       | (that aren't just some small improvements of an existing
       | codebase) would use Godot to do so it would be a AAA game.
        
       | mattgreenrocks wrote:
       | Do you prefer Godot or Unity for 2D games these days? I did a
       | simple game in Unity and it went pretty well. I'd prefer to use
       | C# if possible. Unity is a very nice environment but IIRC it
       | really seems to chug when reloading user scripts from disk after
       | updates.
        
         | Jensson wrote:
         | You can make unity much faster by disabling "version control"
         | in the package manager, you don't need it but it makes code
         | reload time much much longer.
         | 
         | Another huge thing to make things faster is to check the
         | "enable playmode run settings" box and ensure that you don't
         | reload the entire code base every time you press the play
         | button. If a "waiting" box pops up every time you press play
         | then the settings aren't right, you can remove that so entering
         | and exiting play happens instantly.
        
           | mattgreenrocks wrote:
           | Thank you for the tips, I will give them a shot.
        
         | tpxl wrote:
         | C# is pretty well supported in Godot.
        
       | iFire wrote:
       | I'm curious to know anecdotal artist impressions of the 4.0 Godot
       | Engine 3D pipeline, since all the bugs that were too hard earlier
       | are now being looked at and there's momentum to deliver a
       | release.
       | 
       | Post Scriptum. I work on the 3d importer pipeline.
        
       | Avamander wrote:
       | HDR and proper VRR/G-Sync/FreeSync support.
        
       | tekni5 wrote:
       | Has 3D performance improved in Godot 4? I remember messing with 3
       | and the overall performance was pretty terrible compared just
       | about any other 3D engine as soon as you started adding any
       | complexity.
        
       | EamonnMR wrote:
       | I love Godot to pieces, have used it for several games and will
       | continue to do so. Here's what's missing:
       | 
       | * Sane animation import toolchain. The current one from blender
       | is enormously finicky.
       | 
       | * Good enough pathfinding (supposed to be fixed in GD4)
       | 
       | * Better native map support (heighmap or some sort of interior)
       | 
       | * Fix the 2d tileset editor, doing anything interesting in it is
       | way too labor intensive because it lacks copy paste for tile
       | parameters. A better system would let you set up a small number
       | of tile templates and just map tiles to templates to quickly rig
       | up huge tilesets.
        
         | sli wrote:
         | The new tile editor works much in the way you describe and
         | people overall seem to hate it. I quite like it. I'll grant
         | them that it's a bit weird and needs some cleanup (there's a
         | tab that's in two places for two subtly different purposes, for
         | example), but I still prefer it to the old version.
         | 
         | But the workflow of designing e.g. a tile hitbox and then
         | applying it quickly to multiple tiles is exactly how it works
         | now.
        
       | everyone wrote:
       | I wonder will Godot be the next Unity? Everyone I know who has
       | seriously gotten into it complains about bugs in fundamental
       | things (like floating point operations in one case)
       | 
       | Thinking back, early Unity was rock solid. The core stuff was
       | great, it's all the newer stuff in Unity that sucks.
       | 
       | I guess if people keep patching Godot then it will be fine.
        
       | avx56 wrote:
       | Godot felt frustrating to use every time I've tried it, on both
       | 4.x and 3.x versions. Compared to Unity, it was a massive
       | improvement, the editor was much faster without crashing, and it
       | had a reasonable node-graph design. However, I think some of the
       | "elegant" designs pursued in Godot and some up-and-coming Rust
       | game engines often end up feeling very time-consuming to fit your
       | code in their abstraction (whether it be ECS or nodes), and
       | honestly sometimes it's nice to just sit down, write some
       | terrible macro-ridden C++ that subclasses from 15 different
       | classes in a hierarchy that would make Alan Kay cry, and get an
       | object that can be scripted from your level editor seamlessly.
       | It's janky, but nonetheless it works.
        
         | logicprog wrote:
         | This is why I prefer using libraries to abstract away the
         | complicated parts of doing low level graphics, sound, etc over
         | game engines/frameworks. Engines call me, instead of being
         | called BY me, and that forces me to use their whole environment
         | instead of picking just what I need, as well as forcing me to
         | distort the concepts and abstractions that are most natural for
         | how I think about a problem to fit into the existing way they
         | want things to work. I prefer being able to make my own
         | architectural decisions.
        
           | karpierz wrote:
           | Is there a set of libraries you'd recommend in this vein?
        
             | logicprog wrote:
             | Unfortunately, not really. I don't actually have a _ton_ of
             | experience with gamedev outside of engines, I just know
             | what the failings of engines are from using them for a few
             | projects over the years. The one library I might 've
             | recommended is a Rust one that's now defunct.
        
           | avx56 wrote:
           | I find this hard because games often end up quite tightly-
           | coupled, so while you don't have the pathfinding code
           | reaching into the rendering, the rendering is usually coupled
           | to the game object model and it's hard to make it reusable
           | outside of a specific engine. That and the fact that AAA
           | studios do _not_ want to open-source anything for some
           | reason.
        
             | logicprog wrote:
             | That's true. That's why if I ever write another game I'm
             | going to write it basically from scratch myself lol, true
             | NIH-suffering indie gamedev style.
        
         | LanceH wrote:
         | I get where you're coming from, and there is always a certain
         | hackiness to game code it seems.
         | 
         | But I've embraced godot for 2D games and it has been wonderful.
         | I get more code reuse out of the node system than I ever got
         | out of class hierarchies elsewhere. I find myself with the time
         | to set up a lot more test scenarios where I can play two things
         | side by side to find the better feel -- rather than just
         | getting one to work at all.
         | 
         | Yes, that's all subjective and might just be me getting better
         | at game development, but I was immediately productive in Godot,
         | and I haven't run into a roadblock _for what I happen to be
         | doing_. I imagine there may be a game type, or otherwise simple
         | technique that is nearly impossible in godot, but simple
         | elsewhere; that 's true of every game engine it seems.
        
         | hugs_vs_toph wrote:
         | imagine doing OOP in 2023
        
       | donmcronald wrote:
       | Would Godot be a decent engine for kids around 12-14 years old? I
       | don't know a lot about it, but would like to suggest something
       | for a person I know.
       | 
       | I'd also be curious what the Godot support is like in terms of
       | maintaining older releases. I think it would be a mistake to tell
       | a young person to use a beta version since they could hit a lot
       | of bugs and get discouraged, but having them use an existing
       | version that doesn't get a lot of new support might also be
       | discouraging.
       | 
       | Does anyone have any thoughts on what they'd suggest for building
       | a simple side scroller?
        
         | lazypenguin wrote:
         | Godot 3 is pretty well supported and maintained for now. It's a
         | great engine for smaller or personal projects IMO. Really
         | reduces the barrier to entry to make a game, especially 2D or
         | basic 3D
        
         | deng wrote:
         | Well, it depends on the kids, of course. For 2D games, I think
         | Gamemaker is more accessible and easier to learn, and you get
         | results more quickly.
        
         | gamblor956 wrote:
         | It depends on what kind of games they want to make and what
         | they hope to get out of it.
         | 
         | A simple side scroller? Gamemaker.
         | 
         | A more-advanced 2D game? Gamemaker or Unity.
         | 
         | A 3D game? Unity.
         | 
         | An FPS or other first-person game? Unreal.
         | 
         | Programming skills that will be useful for a career in
         | programming generally or in game development specifically?
         | Unity or Unreal.
         | 
         | With Godot, you'll be perpetually waiting for Godot to finish
         | up and polish the 30% of features you actually want/need. I
         | gave Godot 5 years before I gave up on it. Unity has announced,
         | implemented, and abandoned features in less time than it takes
         | Godot to finish that last 30%.
        
         | rcarmo wrote:
         | My youngest (12K) is writing a 2D platform game in it (3.x).
         | He's had exposure to Pico-8 and various other environments (as
         | well as basic Python) and has spent a while figuring out the
         | mechanics of things like double jumps entirely on his own.
         | 
         | (Oh, and he used Bolt visual scripting in Unity for a while,
         | with decent results until we decided that Godot was much less
         | hassle.)
         | 
         | I'd say that he has come across zero bugs so far.
        
         | cyber_kinetist wrote:
         | GameMaker is pretty much the best game engine to get introduced
         | to programming. It has a visual scripting tool that lets you
         | write basic logic without any raw textual coding, but also
         | provides a smooth transition path to learn an actual scripting
         | language (GML) when the child becomes more ambitious. I've
         | started programming at a young age thanks to this.
         | 
         | (Godot had a visual scripting system but they removed it in
         | 4.0. And it wasn't really intuitive to learn anyway, compared
         | to how GameMaker does things.)
        
           | Tijdreiziger wrote:
           | Note that the original GameMaker isn't around anymore. They
           | moved on from that to their new engine GameMaker Studio, and
           | apparently recently renamed that back to GameMaker again.
           | 
           | https://en.wikipedia.org/wiki/GameMaker#History
        
           | ihatepython wrote:
           | Gary Kitchen's GameMaker? I remember playing with that when I
           | was a kid on the C64. That and SEUCK (Shoot Em Up
           | Construction Kit)
        
             | Tijdreiziger wrote:
             | Considering the mention of GML, my assumption is Mark
             | Overmars's GameMaker.
             | 
             | https://en.wikipedia.org/wiki/GameMaker
        
           | donmcronald wrote:
           | That looks pretty good. Thanks for the suggestion.
        
             | sli wrote:
             | Just to add to your options, there's another, similar one
             | called Construct.
             | 
             | https://www.construct.net/
        
         | scotty79 wrote:
         | Recently I learned something named GDevelop exists. Not sure
         | how good it is, but it might be one of the options to consider.
        
         | Waterluvian wrote:
         | Maybe check out PhaserJS. By using a web engine, it can be
         | easier for them to share their games. It's also a more
         | forgiving language and environment.
         | 
         | PyGame is also a good starting place.
         | 
         | If these two seem too elementary for their needs, consider
         | Unity and Godot.
        
           | tpxl wrote:
           | > By using a web engine, it can be easier for them to share
           | their games
           | 
           | Godot and Unity allow exporting into web projects.
        
             | bcrosby95 wrote:
             | At least in Unity, there's lots of sharp edges around
             | webgl.
        
             | Waterluvian wrote:
             | On paper or to an engineer it might feel comparable but it
             | just is not. WebGL introduces a lot of complexities.
        
               | johnyzee wrote:
               | Question for you and the sibling comment: What are the
               | issues with WebGL, in your experience? It has been around
               | for over a decade at this point, and I often wonder if it
               | has yet to become a viable target.
        
         | AshleysBrain wrote:
         | Shameless self-plug: we make Construct, which has a visual
         | block-based system, runs in the browser with no install, and
         | also supports progressing on to JavaScript coding:
         | https://editor.construct.net/
        
         | teawrecks wrote:
         | If they know any programming language (Python in particular)
         | then yeah it's probably fine. Otherwise, they'll need some help
         | getting oriented.
         | 
         | I'd get them started on something like Construct 3, or maybe
         | Pico-8.
        
       | caniszczyk wrote:
       | If you are looking for a AAA open source engine today with an
       | open community, check out https://www.o3de.org
       | 
       | I hope Godot continues to improve and competition increases in
       | the open source AAA gaming engine space as this space is well
       | overdue for fully open source options.
        
         | remram wrote:
         | Seems to be a "developer preview" with no released games.
        
           | m0guz wrote:
           | It is actually Amazon's Lumberyard, which was also CryEngine
           | fork.
        
         | 41209 wrote:
         | I wouldn't attach myself to it, the community( Amazon employees
         | mostly) are friendly, they'll even offer to help you with any
         | issues you run into.
         | 
         | But seriously, no games exist, no real demo projects with it
         | exist. For some reason it uses Lua instead of strongly typed
         | language like C#.
         | 
         | Seriously, games NEED types. At scale projects get really messy
         | without them. Oh wait, O3de pushes script canvas on you.
         | 
         | At the end of the day , I find myself getting sucked back into
         | Unity. Unity could be better, but it's still the best engine
         | for most people. Much of that is just due to documentation. For
         | some reason Amazon decided effectively hide all of it's old
         | Lumberyard docs and examples when they rebranded as O3de. No
         | one will ever know why.
        
       | seanw444 wrote:
       | Does anyone know where the Godot 4.0 source is? I don't see any
       | branches or tags for it on the main repo on GitHub. I've only
       | seen the pre-compiled dev snapshots. It would seem weird for them
       | to develop an open-source project behind closed doors. I must
       | just be blind?
        
         | throwawayben wrote:
         | I believe it's being developed on the master branch at
         | https://github.com/godotengine/godot
        
           | remram wrote:
           | It is weird that the numerous alpha/beta releases [1] are not
           | getting tagged though.
           | 
           | [1] https://godotengine.org/article/dev-snapshot-
           | godot-4-0-beta-...
        
       | malkia wrote:
       | Your users at an AAA studio (artists, scripters, builders, audio
       | designers, etc.) constantly require support: features, bug fixes,
       | band-aids. An engine does not give you that, ultimately you need
       | people.
        
       | Thaxll wrote:
       | What's missing and not in the article is a showcase game, a proof
       | that this engine can deliver a real AA/AAA on the market.
        
         | gamblor956 wrote:
         | Godot's showcase game was supposed to be the poorly-reviewed
         | remaster of Sonic Colors Ultimate that came out 2 years ago.
         | Unfortunately, the remaster was extremely buggy to the point of
         | being unplayable on a PC.
         | 
         | And Godot has pretty much been DOA for AA/AAA development since
         | then.
         | 
         | It doesn't help that they just dropped the Bullet physics
         | engine because it was "too hard" to implement and now promise
         | to make an "engine agnostic" interface for physics engines,
         | which is significantly more more work than just figuring out
         | how to implement a _single_ physics engine (and extending that
         | implementation to be engine agnostic).
         | 
         | Godot is the anti-Blender; it's perpetually 70% of the way
         | "there" but they are always abandoning that last 30% because
         | it's too hard, or too boring, to finish.
         | 
         | (For comparison, at this point in its lifecycle, i.e., 9 years
         | old, Unity was well-polished and had already been the choice
         | for indie and mobile game development for several years. In the
         | past week alone, multiple one-developer games made in Unity
         | have made it to the front page of HN.)
        
           | light_hue_1 wrote:
           | > It doesn't help that they just dropped the Bullet physics
           | engine because it was "too hard" to implement
           | 
           | If it's "too hard" for Unreal, why wouldn't it be too hard
           | for Godot? I think this is really an unfair criticism when
           | you look at other game engines. Unreal had Bullet support in
           | version 3 and dumped it. And they had PhysX in version 4 and
           | dumped it in 5.
           | 
           | > now promise to make an "engine agnostic" interface for
           | physics engines
           | 
           | Which is exactly what Unity did.
           | 
           | It seems like you have a problem with what Godot does no
           | matter what they do, even when they just follow what Unity
           | and Unreal are doing.
        
             | gamblor956 wrote:
             | The difference is that you can, and could, make fully
             | functional physics-based games in Unity and Unreal because
             | their in-house engines were accurate and performant enough.
             | The point of integrating Bullet/physX was to provide the
             | option for even more accurate physics engines.
             | 
             | Godot's in-house engine is neither performant, nor
             | accurate, and it boggles the mind to think that having
             | abandoned the relatively easy task of implementing a single
             | physics engine written in the same language as their game
             | engine (and that their competitors were able to integrate
             | and support) that they would be able to accomplish the far
             | more difficult task of implementing an engine-agnostic
             | interface supporting multiple physics engines, as
             | accomplishing the latter would require them to first
             | accomplish the former...
        
       | jarsin wrote:
       | Does godot have multiplayer options?
       | 
       | I know Unity abandoned their old networking and is working on a
       | new one, but at least there are open source options like mirror,
       | and paid options like photon fusion.
        
       | sylware wrote:
       | On elf/linux, it is missing a static libstdc++ which has the
       | decency to libdl(dlopen/dlsym/dlclose) all its
       | (module/version)s&(symbol/version)s from the system.
       | 
       | But the culprit are c++ gcc devs, not godot devs.
        
         | alex7o wrote:
         | Have not tested this but can you not build with llvm's libc++.
        
           | sylware wrote:
           | I don't think llvm libc++ has a libdl mode, because that
           | would mean that all games coded with c++ should switch to
           | clang.
        
       | ydnaclementine wrote:
       | I don't do game programming, but want to learn. I'm very keen on
       | finding a nice project based book to learn 4.0 once it's released
        
         | sprkwd wrote:
         | I'm exactly the same. Looking forward to it.
        
       | liamkf wrote:
       | I think Godot is making good steady progress.
       | 
       | I also think it's a sign of where Godot is in development that
       | the scripting and artist interfaces are mentioned at the tail
       | end. There's a vast graveyard of unused "programmer-led" features
       | on big game engines, ignored by the artists or designers who make
       | up 90% of the production team because of a lack of editor polish
       | or discoverability.
       | 
       | Between that and... no Perforce support (what... 95% of AA+ game
       | studios use), I would bet that Godot's first usage for AA/AAA
       | will come from a new team that grows an indie success and with a
       | plucky engine team that can keep bolting on exactly what they
       | need for their game to grow. I'll be interested to see what it
       | is! :)
        
       | fckgnad wrote:
       | I like how they address their own short comings. This is markedly
       | different to a lot of Linux fanatics in the past. (Though I will
       | say for Linux the ux is truly becoming more and more on par with
       | a closed source a os)
        
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