I like how they pay attention to backward compatibility, particularly with "Reverse Z for the depth buffer" in the linked blog post[1]:<p><pre><code> 1. I'm sorry we broke your shader.
2. I trust you know how to fix your shader.
3. We promise not to break your shader again by changing the definition of clip space anytime soon.
</code></pre>
[1] <a href="https://godotengine.org/article/introducing-reverse-z/" rel="nofollow">https://godotengine.org/article/introducing-reverse-z/</a>
Perhaps it is just wishful thinking, but at the speed its getting better I feel like next year it will suprass Unity overall.<p>Godot is awesome. Thank you John Riccitiello!