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On day one I put together a scene that finally looked like the game I’d been picturing for months. Crooked, a bit ugly in places — but alive. In Godot I’d been spending more effort fighting the tools than building the world. Alive landscapes would tank the framerate.
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The takeaway isn't that one engine is better. It's that sometimes you're not bad at this and not lazy — you just picked a tool that doesn't fit the problem. The clearest sign I'd found the right one: I wanted to open the project tomorrow. Full write-up: bear.nastys.dev/switching-to...