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> We did our best job here leaning heavily on the resource system. There's stuff I want to say about the result that's platform specific so I can't. We have a thing, it works, and it could be a lot better.

Literally the only part I wanted to get more information about.

I could use a lot more information on why POSIX is bad and exactly what it means on resource management being “aware” of unified memory. I mostly didn’t get.

The Label3D thing is real, we hit the same material storm on a Quest project and ended up just swapping to TextMesh like the Penguin Festival guy. Kind of wild that a per-glyph material made it into a shipping engine. The 80k number doesn't surprise me either, people underestimate how much of the tax is compliance and backend plumbing rather than rendering.
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Man, Godot sounds like a bit of a mess. I've been building a Freelancer-like game on it for a while now and performance has been a nightmare to the point where I've offloaded most of my code into pure C# and out of Godot. I even had to give up on Godot's Jolt physics. I'm constantly hitting the limits of what Godot can do. The renderer is pretty much the only thing stopping me from putting tons of ships in the same battle, but I'm also not experienced enough at game dev to know if what I want to do is actually doable with a better renderer or on something like Unreal.

I do agree with her take though. Getting up and running in Godot was surprisingly, blindingly fast, so I don't regret picking it at all. I'm just not sure I'll be able to stick with it for an eventual release.

Claire makes a good point about standards improving require people complaining about their faults. Those gripes affect the discourse!
Lots of great rabbit holes, and game engine colour from a veteran.

RE: 90s-era scenegraph As someone messing with their first Godot app - I was a little surprised to see Macromedia-era scene-graphs in the IDE.

RE: material-per-glyph warning / FastText alternative Very much appreciate the heads up

I feel its an article I'll return to occasionally.