Comment by imtringued

10 hours ago

>I often find the default feature implementations in large engines like Unity so lacking I end up writing my own anyway. Eventually, my projects end up being mostly my own tools and systems, and the engine becomes just a vehicle for a nice UI and some rendering...

I honestly don't see anything wrong with using the engine for its UI and "some rendering" kind of sweeps a lot of the complicated 3d light handling under the rug. I think the biggest mistake large engines have made is baking in features as first class citizens instead of those features being part of a standard plugin you could have written yourself from scratch once you reach that stage.

I've contemplated building my own editor UI, but after four weeks I realized that I'm just rebuilding the same UI structure you see in FreeCAD, Blender, Isaac Sim, Godot, etc. There's always a 3D viewport, there's a scene tree and there is an inspector panel for looking at the properties. So why not just use the Godot editor as a UI and provide my own custom nodes? By the time I've outgrown the training wheels, I've spent months working on the actually differentiating features.

> I honestly don't see anything wrong with using the engine for its UI and "some rendering" kind of sweeps a lot of the complicated 3d light handling under the rug. I think the biggest mistake large engines have made is baking in features as first class citizens instead of those features being part of a standard plugin you could have written yourself from scratch once you reach that stage.

Godot is more or less built that way. The entire node system is an abstraction over the various “servers” and you can even completely forgo it if you want, providing your own MainLoop implementation (instead of the included SceneTree implementation of MainLoop) and then just use the servers directly.

A lot of the editor features are also implemented as plugins. It’s been very easy turning the Godot editor into a custom editor for my game by writing some simple plugins