Nonetheless, I love using it. I'm a huge fan of Godot and donate to them every year. The fact the entire engine is a 30mb download is truely amazing. The editor is snappy and is a breath of fresh air in the world of bloated electron apps
Each engine has limitations to what they provide. It’s up to you to extend. Godot being open source you can easily extend. Unity/Unreal you’ll be writing some code as scripts to attach to overcome those limitations you encounter.
No game engine is limitless.
For Frostbite... If you've worked with it you know. Probably my least favourite.
In UE4 I love the environment but can't get over how cumbersome some aspects of graphics programming are. Especially how difficult it is to work with compute shaders.
For Unity I really like how smooth the workflow is, especially for shader programming. Having used it for a little more than a year now I'm really surprised how nice it is to work with. I barely even mind it being primarily C#.
Any limitation I've come across I've been able to modify or extend with relative ease.
Could you elaborate a bit on the problem with writing such simple effects in Godot?
Most of the useful post-processing effects (bloom, depth-of-field etc) are implemented out of the box, so this also means that there isn't a way (AFAIK) to implement post-processing effects yourself.
Godot also only has simplex noise implemented out of the box, so you need to jump through some hoops to get anything else included (which is super useful in shaders).
[1] also has some images of the way to implement outline shaders in Godot, which is to move the faces of object out by a scaling factor and then render them as unshaded, which leaves some gnarly artifacts at the corners.
How fundamental would you say the limitations are? Is it just a matter of progress? and maturity?
I hit a few annoyances like that.
But! Godot has not been standing still and is constantly improving. I haven't had a chance to try it out again since, but I wouldn't be surprised if the issue I hit have been fixed. Its just important to note that it doesn't have the same manpower behind it that Unreal or Unity have and to temper your expectations accordingly. It is a great engine, though, and getting better all the time.
I'm also still very proud of the fact that there's a tiny bit of code I contributed in godot-cpp :)
My friend works at a studio who's doing an open world game in Unity and they did : their own terrain system (with their custom tessellation, collision system, etc.), their own LOD system, their own pathfinding algo, their own crowd sim, their own multiplayer sync, etc.
Similarly, this person :
https://www.youtube.com/channel/UCs1njLLfUBCTAfSZ3Q7gq2Q
Did not had to wait for Godot (pun intended) 4.0 to make a very cool terrain, particle and water system.
The part that does really matter is the core rendering engine, and this should improve drastically in Godot 4.0
Have you tried to do it in Unity? It's also pretty hacky there.