The amount of issues and pull requests the Godot project is handling on a weekly basis is mindblowing. Kudos and creds to the Godot developers, testers, bug wranglers and other contributors.
This looks fantastic. I haven't made any games since back in the Flash era. Back then, there were several challenges which presented themselves in the realm of "state management".
Can anyone comment on state management using Godot, vs how state is managed in ReactJS using Redux, for example?
UPDATE: I see this link [0] about state but it refers to a previous version of Godot:
I have worked professionally with Unity, Unreal and proprietary engines and I just want to say I really like Godot. It's not perfect, in fact for a lot of projects it is the wrong engine. Also, I wouldn't work with 4.0 yet. But in a lot of ways it is cleaner and more logical than the commercial engines, and for me faster to get going with. People are saying its not for professional use but I have been in the game industry long enough to remember when people said that about Unity.
I tried starting a new project in Godot 4 a few weeks ago before they had any official RCs available and it was unusable. Trying to import some sprites for a starting a basic 2d game crashed the editor repeatedly.
I ended up just going back to 3.5. Hopefully they've fixed these issues and 4.0 can be a success. I really like the Godot engine and project - I was just frustrated with the state of 4.0 when I last tried it seemingly not that long ago.
Just want to chime in to say I've had little trouble with the latest betas and now RCs (and I've written a couple thousand lines so I've put it through its paces). Maybe you just got unlucky! In any case, it's definitely worth trying again.