10,000 Downloads! Thank you so much!


Out of gratitude for reaching this milestone, I'd like to share that I'm hard at work on creating a development environment in the Defold engine.

I no longer think Godot 4 is the best choice for the kind of games I want to make; instead, my next project will be written in Lua and is assured to have stable physics and a fully-functional OpenGL renderer, with a pipeline customized to my needs. I've learned a lot already and have even contributed a project to the Defold community asset portal. 😀

I want to trim off as much fat as possible before moving forward with my plans. Changing engines is a new door that has opened, rather than a setback.

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Comments

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that's cool but why defold? its not 3d focused.

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Like a few high-profile projects that have also reconsidered choosing Godot 4, I require something more performant and stable/compatible than Godot 4.x. The "improved" engine only manages a fraction of even GDSim's performance. Features formerly present in Godot 3 regressed to being incomplete and still aren't restored.

However, Defold's 3D physics support proved too limiting.

I spent enough time away from Godot to cool off on how badly it burned me, enough to try again in Godot 3. The in-progress results in Godot 4 were so dismal -- after months of learning how to work around breaking changes & new bugs -- it was upsetting.

I'm not happy how so much time was blown on Godot 4, but the silver lining is, rewriting the project multiple times has made for better code.

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I will not change engines for the project again. I like Godot 3.

that makes sense, I also considered switching to godot 3 for performance, I am not well versed with the breaking changes because my own project basically started in godot 4, anything that was a workaround felt like the norm, I will wait in anticipation for gdsim 2.