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