GoDot Engine: Complaints from experienced programmers
After talking with people who attempted to make something more complex than a 'Flappy Bird' style game, I cataloged their most common complaints with the engine. If any of the main dev's are reading this, you should take these points into consideration and decide on the direction you wish to take.
- The overuse of linked lists as a 'Data-structure'. This means the engine misses out on a lot of possible optimizations.
- The inability to load assets from a 'stream'. Only files, so a 'game archive-system' is impossible for this engine.
- The OpenGL renderer does not use 'culling' or 'batching'. The result is the engine draws everything on individual draw calls. This MASSIVELY reduces the frame rate (FPS).
- Instructions are 'mono-instances' running inside a program, so a C# de-bugger or any other preference tools cannot be attached.
There seems to be a large disparity between the praise that the GoDot engine is given and people's actual experience with it. I'm not here to argue with you, merely to bring to light the issues that prevent GoDot from becoming a world standard. From what I've been hearing, these problems are so bad that people have suggested that GoDot or a large part of it should just be re-written.
With that said, I think its important to also mention its strengths. From what I understand, the engine itself is free. The costs of developing it are paid for by the online market that sells code and other assets.