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>> No.10448183 [View]
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10448183

>>10448117
you can do stuff like Ashes or Blade of Agony or Total Chaos in GZ. so on paper at least it can do whatever. but with complex maps, at some point you're just spending most of the effort fighting the underlying map format. to go with your nail vs grenade analogy, it becomes more like sweeping the floor with a hammer.
Godot has Qodot, Unity has RealtimeCSG, Unreal still has the old BSP/CSG stuff (I think - haven't used Unreal). so you can do brushwork almost anywhere, the basic workflow hasn't changed much since Quake.

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