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But, for now, Godot does not supports multi-process streaming - so you cannot make open-world games, like GTA, Red Dead Redemption, FarCry2-3-4-5, Ghost Recon Wildlands and Fallout 3.
As for MGS 5 - i'm afraid, it cannot be recreated with current version of Godot, Because it's open-world (it has large maps with full-map life simulation).
But - using few smaller maps instead of one ultra-large, like it was in MGS1-2-3-4 (or Borderlands) should do the trick.
Just remember - NO OPEN-WORLD. and NO FULL REAL-TIME LIFE SIMULATION.
Everything else is ok.
Imitating those things with various tricks (like it was done during PS1 - PS2) era is also ok.
That's it.
Absolutely false!
You can use multiple CPU threads.
https://docs.godotengine.org/en/3.3/tutorials/threads/using_multiple_threads.html
And with 4.x you can use compute shaders.
https://docs.godotengine.org/en/stable/tutorials/shaders/compute_shaders.html
It is not "absolutely false". Do not mislead people. Just read more carefully.
Multiple CPU threads and multi-process streaming are different things.
Multiple CPU threads is the ability to simultaniously execute different blocks of code.
Multi-process streaming (or just "Streaming"for short) is a real-time working with assets (textures, meshes and stuff), when, instead of pre-loading, program loads and unloads assets on demand in real-time, when they needed. That's the technolgy behind open-world games.
And Godot does not has this feature yet.
As for shaders - i didn't even said anything about them. Because Godot works with shaders and rendering pretty much fine.
You can have large open maps too, just use a cell system.
The physics system is pretty ♥♥♥♥, whoever came up with the UI control node system is an avid Antichrist worshipper.
Godot does have the ability to load and unload assets on demand in real-time, and IIUC since 4.0 can do so in a multi-threaded manner natively.
So I wouldn't say that Godot can't be used for open-world games per se, it depends on what your goals are. If you want AAA level of detail, you're indeed gonna struggle, but I've personally prototyped a low-poly procedurally generated open-world planet + moon (at about 1/1000 Earth + Moon scale) back with Godot 3.something!
That said, if someone is at the stage of asking "what can and can't Godot do", steering them away from the notion of being able to easily create complex and detailed open-world games is probably the more helpful response IMO!
lol what does this mean
Isometric games like Diablo is very doable. I threw together a couple of prototypes that use isometric artwork. Godot's tile system has a setting specifically for isometric tiles.
The biggest challenge to get isometric to work right is configuring sorting layers so your character doesn't clip or pop out in front of tiles. But nothing that can't be accomplished with Ysorting node and polygon colliders.