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I’m working on a small test project with Godot. The last, and only, time that I did anything significant with Godot was a game jam back in 2019. Safe to say that it’s been a while. Also, safe to say that Godot has changed a lot in that time.
I’m only at the very beginnings of figuring out how the engine works, and I’m pretty certain I didn’t understand it back when I made a whole game jam project with it. On one hand, I miss some of the nifty tools and add-ons for Unity. On the other hand, I really like how uncluttered and simple it is. Where Unity has some pretty prescribed ways of working, Godot is a bit more “*shrug* how do you want to do it”. There are a lot of ways to achieve the same goal, but a handful of them are sort of built for you. Maybe. To translate it into terms that only my old 3d modeller brain will understand, it’s more like Maya 1.0 and less like whatever Maya is now. All the parts are there, but some assembly might be required.
If you haven’t been reading any of these, or you don’t know me very well, you might not know that ‘some assembly required’ is pretty much my happy place. I like to put stuff together, and I like to figure out new ways of making things, but I’m not about to try to program my own engine or anything.
I will be posting sporadic updates on the progress of this thing. If you recall, a few weeks ago, I posted an image of a CRT filter painting setup. Well, here is what that same (similar) setup looks like running in the Godot engine. 
This post is licensed under CC BY-NC-SA 4.0 by the author.
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