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Not exactly day6 as I didn't post updates for a while, had nothing to show - working on some under the hood systems. Anyway, got a very basic AI controller shoving inputs into my physics character. (Also the green guy isn't supposed to be that big haha) #godotengine #gamedev #indiedev

Well, it's different, most game engines from the usual suspects to most of the proprietary engines, are ECS. It does pose some challenges when you're stuck in your old ways, but other than that, actually quite pleasant experience on Linux, debugging works like a charm with Rider, etc.

That's awesome to hear :). I run a game studio with my husband (they/them) and that's what they use and are really liking it as well. They used to use Unreal

I mean... at my "dayjob" i'd be usually forced into windows+visualstudio+cpp with whatever proprietary engine it happens to be - all of which very similar to one another, ECS based. Anyway, hence this is a bit of a breeze of fresh air.

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