Engine choice: Redot (Godot fork) #1
Loading…
Reference in a new issue
No description provided.
Delete branch "%!s()"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
Decision: Redot
Target: PCVR (SteamVR via OpenXR)
Later: Quest standalone — dropped until much later. Not a current goal.
Constraint: Pure native engine where possible. GDScript-equivalent + built-in features first. Native modules only if something truly can t be done in-script.
Why Redot over Godot
Godot (not chosen)
Unity ❌
Unreal ❌
Prototyping pipeline
Open questions
Engine choice: Godot vs alternativesto Engine choice: Redot (Godot fork)One important note is that of Redot turns out not to be the way to go, I am willing to consider other engines, however the main idea right now is to use redot for the reasons stated above,
One large question, is do we want to use Redot LTS 26.1 or latest release 26.3? This is an important decision of do we pin at the LTS release? or should we continue using the "latest" version?
Also should we stick to Redot native? or Redot Mono? this is important for various design implementations and performance changes.