A researcher is surveying professional Godot 4.x developers to identify undocumented architectural limitations and design pitfalls encountered in production-scale projects, seeking candid postmortems about decisions developers regret after committing to the engine.
Direct feedback on Godot 4.x production bottlenecks could surface critical architectural constraints that should inform how Daedalus abstracts or scaffolds GDScript engineering workflows to avoid funneling users into known problem spaces.