bitinn, Testing out #GodotEngine import pipeline lately, in particular its #b3d blend file import features (Godot imports automatically as glTF on file change).
Some curses of going through glTF format:
one cannot setup instanced meshes unless EXT_mesh_gpu_instancing is supported (which Godot doesn't yet), so if you use #GeometryNodes to generate stuffs, you had to Realize it and lose the perf benefit.
glTF is a last mile format, so you cannot keep 100% your data intact.
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