I never tried with Godot specifically, but i (and fellow varied developers) did it a lot in Unity and "it worked". The main points were :
- Relative ease of use for us (especially when working with juniors/intern who often only studied game engine and don't have framework experience)
- Performances ok/good (seriously it may depend the platform but a native game engine often have far better performance than a browser on input latency/rendering, wich is logical, it's the point AND they do a lot less than browser on other features)
- You can go really wild on design/feedback with low effort, especially if you have a mobile game ui on yours work folders
The pain points (some may be alleviated with dedicated libraries, I used none) were :
- On complex UI (multi tabbing/multiple modal screen ) the lack of native support you have in dedicated web framework was a pain
- You have to add yourself complex features natively offered on forms. Especially history, complex filtering.
- On complex I/O (network/files manipulation) the engine was (naturally) lacking.
- Unity and probably Godot assume by default they are the main windows on screen, you can encounter problems about that if you use it as a 320x200 windows between 4 other windows.(that said if you considered electron you won't be in unknown territory ^^)
- Relative ease of use for us (especially when working with juniors/intern who often only studied game engine and don't have framework experience)
- Performances ok/good (seriously it may depend the platform but a native game engine often have far better performance than a browser on input latency/rendering, wich is logical, it's the point AND they do a lot less than browser on other features)
- You can go really wild on design/feedback with low effort, especially if you have a mobile game ui on yours work folders
The pain points (some may be alleviated with dedicated libraries, I used none) were :
- On complex UI (multi tabbing/multiple modal screen ) the lack of native support you have in dedicated web framework was a pain
- You have to add yourself complex features natively offered on forms. Especially history, complex filtering.
- On complex I/O (network/files manipulation) the engine was (naturally) lacking.
- Unity and probably Godot assume by default they are the main windows on screen, you can encounter problems about that if you use it as a 320x200 windows between 4 other windows.(that said if you considered electron you won't be in unknown territory ^^)