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Comment by Tanoc

11 days ago

I'm used to the old old school way of doing things, meaning you write shit in a text editor and then run it. There's no parenting system, no hierarchies, no inheritances, no massive trees of various classes/subclasses that you have to manage. Godot goes beyond friction and actively pisses me off because what should just be ten seconds of writing in a new text document turns into up to sometimes two or three minutes of interacting with the GUI because you have to create a new project, save it, make a scene node, create an object node, create a sub-object node, create an action node, create a container node, then you can start editing code, but only once you link whatever it is to that specific object instead of it being a general script you can re-use, because re-using it means making copies of the parent object and-- It's too complicated.

A lot of 2D game engines are near frictionless because they're just "write and save" style simple, and Blender Game Engine was actually great about translating this to a UI, and more importantly a UI dealing with 3D since every object in the viewport could just have it's own little code block attached to it just by clicking it. It was no different in function than saving the .py file in a new folder, really. This method Unity "pioneered" of everything having to be part of a giant tree in the asset manager is such a slog and makes keeping track of anything during iteration a nightmare. I still prototype in BGE sometimes because every other 3D engine sprawls too quickly and has so many unnecessary steps.

If somebody could just write a text-only "write and save" style editor like LOVE2D but for 3D (and support it for longer than two months) that would be amazing.