Comment by strken
3 months ago
I would be inclined to blame small, obscure, new frameworks glued together in a weird way more than something that's unique to modern software. Godot is nearly 25 years old. I'm sure it was awful back in 2003.
3 months ago
I would be inclined to blame small, obscure, new frameworks glued together in a weird way more than something that's unique to modern software. Godot is nearly 25 years old. I'm sure it was awful back in 2003.
> Godot is nearly 25 years old. I'm sure it was awful back in 2003.
Sure, but that's kind of my point, modern software is endemic of a mindset that most things are "fast enough" that we can reinvent the wheel, repeat old mistakes, and more or less get away with it, instead of using something better suited and more purpose built.
Yeah the first bug is the telltale sign. How the hell can something as simple as the frame limiter be broken? You'd think that problems that affect every single game would have been addressed by now.
If creating text, sprite objects, etc results in a performance bottleneck with less than 20 objects on screen, then why offer those in the first place? I mean, so little is happening in that game that you couldn't even come up with enough game objects to tank the performance with.
There's what? A title of the location, the enemy HP indicator, the level number and the player stats. Even if you committed the worst performance sins, it should just work anyway.