How to get URL link on X (Twitter) App
Link to the first thread in case you missed it:https://twitter.com/reduzio/status/1832562398894366987
The first important thing to understand is that, if processors have "cores", GPUs have "compute units" (using AMD terminology, which is more standard).

Even though today you can buy an RTX 4090, which still, for compatibility, internally it still contains many of the same things as a video card from the 80s (called VESA, otherwise your PC may not boot)...
https://twitter.com/gamedevdotcom/status/1832054898424508531So the 3.x branch, while getting some new features, was majorly set in stone. As most problems users required major architectural changes to fix, solutions took many years to arrive.
Lets first look at the "baseline" of "modern" graphics that people compare to, Doom 3 (20 years old).
I think what is most important to understand above all else is that the majority of programmers are not language purists. Programmers use a language as a means to an end. To put it simple:

As you can imagine, an algorithm in a single function taking a number of bodies or particles, then solving everything in one go is way too computationally and mathematically complex. So, how does do these engines do it so efficiently?..
The first thing to understand is that there is a key difference between Unity and Godot:
The first thing to understand is that this type of technology is more the realm of cinematic renderers. It requires more modern, dedicated GPUs as a baseline.
Octree/Quadtree. An octant (3d) is divided in 8 subregions (4 in 2D) recursively:
8 bit systems just had square (also called pulse) waves. This was just a simple oscillator moving dc from - to +. Some hw had quirks (envelopes, analog filters, basic dac, etc), Maybe tri, noise (for perc) or saw wave, but that was it..
Squirrel is very similar to the Lua programming language () but it has some fundamental differences:
In truth, shader code in all game engines look more or less the same for processing the normalmap. A tangent basis is generated using normal/tangent/binormal and the normal map is just multiplied by it.
This enormous amount of work took part from 2018 to 2022, the time it took Godot 4 to be made. The whole engine core was in large part redone, helping fix a tremendous amount of bottlenecks/design dead ends, while still keeping the foundation relatively simple..
After working with almost a dozen projects, there is one thing we started to notice in all of them:
You don't need multiple scripts per node for behaviors, add more child nodes with scripts.
To begin, you have to understand what is the "whole product" concept is:


Of course, while working on Linux was a blast for me as a programmer, doing 3D on it was super hard. There were some FOSS projects at the time but nothing came close to 3D Studio. Until Blender came out..
While it seems proprietary innovation has an edge, FOSS can also catch up very fast, so proprietary software innovations often have a limited window to profit until FOSS alternatives appear and displace them. Unless they keep innovating and reinventing themselves, of course..