I gave up on godot (for now) because it lacks basic math functions like mat4/vec4 operations and access to the projection matrix in the camera.
Switched to unreal, but it's taking way me way longer to figure out.
Switched to unreal, but it's taking way me way longer to figure out.
Really? A game engine without linear math built in is like a web framework without JSON support.
It's been a few months since I tried godot so I forget all the missing math stuff that made me give up, but I remember there were a bunch of small annoyances due to the lack of mat4/vec4 like unable to use homogeneous coordinates