Again combination of multiple points but for some part this is correct.
One side is that i started developing it with godot, and the game has well alot of menu stuff going on (without wanting to go to much into detail but you are to a certain degree able to configure units outside of a match into "blueprint" like system). This whole editor / management etc stuff got quite big and works really well.
Means, when i hit the gdscript limits, i did not want to port all of the existing stuff that already works perfectly fine with godot.
And ye since the c++ only runs math simulations but i still use the godot renderer (which so far seems to work out perfectly fine) i was okay with that mixed solution (for now).
One side is that i started developing it with godot, and the game has well alot of menu stuff going on (without wanting to go to much into detail but you are to a certain degree able to configure units outside of a match into "blueprint" like system). This whole editor / management etc stuff got quite big and works really well.
Means, when i hit the gdscript limits, i did not want to port all of the existing stuff that already works perfectly fine with godot.
And ye since the c++ only runs math simulations but i still use the godot renderer (which so far seems to work out perfectly fine) i was okay with that mixed solution (for now).