This question has probably been brought up a lot, but I’ve only found discussions from years ago. I want to know about the engine’s current state and its upcoming roadmap.
Technically, since Godot is open-source, you can make it do literally anything by customizing the source code. However, I want to look at this from a realistic standpoint regarding time and indie developer resources.
The project I want to build is a combat-heavy soulslike (similar to FromSoftware titles). It doesn’t need to be a full game. I want to create a short 20 to 30-minute demo that matches or even exceeds the graphical fidelity, animation quality, texture detail, and gameplay depth of a modern AAA title. The goal is to see how far I can push the limits.
As I’ve researched engine choices, Godot has frequently been recommended over the past few years. However, I still have a few concerns that suggest it might make high-end 3D development difficult
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Lightweight and simple by Design: Godot aims to be lightweight and simple. The community is largely built around 2D or smaller indie games, and the development roadmap seems to prioritize those over AAA-level features and graphics. This contrasts with AAA engines, which are inherently complex and heavy to handle massive scales.
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OOP and Architecture Performance: Object-Oriented Programming (OOP) in Godot can be problematic for AAA scaling due to cache misses. Furthermore, GDScript and C# have worse performance than C++ in large projects. Even though you can use C++ via GDExtensions, the engine still feels like it prioritizes simple development and fast iteration over raw performance.
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Lack of Out-of-the-Box AAA Features: The built-in 3D rendering pipelines, animation libraries, and high-end asset workflows still feel lacking compared to other industry-standard engines. While the community is highly active in building plugins and extensions, the ecosystem still feels geared toward the indie/2D side.
These are the main concerns I found during my research. Please correct me if I’m wrong about anything.
Again, while it’s open-source and I could theoretically build my own rendering pipeline, animation systems, or physics engine from scratch, doing so would take years of my life and burn through my mental health. I’d rather spend my time actually developing the game.
Even though my immediate goal is just a 20-minute demo, if the feedback is good, I want to scale it further. Short-term hacks, workarounds, or messy bypasses probably won’t cut it for a long-term project.
I would love to hear from people who know the engine deeply, or developers working on large-scale 3D projects in Godot, to help clarify my concerns. Is Godot simply not built for AAA scale by design?Thanks in advance.