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> But it's understandable that there are bugs, particularly with a large codebase and many contributers. The main issue I have is the broken promises and lies. For example, once on Twitter I asked Juan about why mixed mode shadows were not supported (this is when the level is baked but characters have real time lighting, a standard feature in Unity and Unreal). And he tells me that shadow mapping is faster. I don't know if he misunderstood me, but real-time shadows are not going to be faster than baked lighting. There is a reason almost every AAA game in the last 20 years has used some form of pre-computation. Eventually I found someone with the same problem, and they looked in the code and it was actually a 1-line fix (I saw the image, it worked). But the PR was never merged, for whatever reason. I also had a problem where I loaded a DirectX normal map into Godot (which uses OpenGL coordinate space) and it was messed up. I mentioned I had the wrong normals, and he says there is only one normal format, despite like 20 years of history of differences between DirectX and OpenGL. Again, I thought there might have been a misunderstanding, but these little kinds of things were starting to add up.

Doesn't seem like I'd give the Godot developers full benefit of the doubt either.




Yeah, I read the HN comments before the actual post, and it was less unreasonable and unhinged than I was expecting.




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