Godot is object oriented gore
Remember python?
Remember how in order to make a timer you just had to include a library and then literally just write os.timer(10) for something like waiting ten seconds? Well you can't do that in Godot. You have to make a new object belonging to the timer class, then parent said object to your player character object, if you want to make it a player dash timer, and then finally write a lot of what would normally be redundant code in order to get what essentially is a method call to work.
The other engines aren't any better. Unreal can handle unoptimised graphics that only look good in screenshots (Epic also charges a couple thousand dollars for it plus royalties) and Unity has the bonus of being a c# oriented engine which is much more civilized than godot, but it's hardware heavy for absolutely no reason. Not to mention it's de facto a Microsoft product.
By this point, I'd learn how renderers work and do some vectorial math + linear algebra in order to make my own engine because I'd rather drag my fave through broken glass than deal with this ever again.
















