Beside the fact that making a ragdoll in BGE seems from another age (takes so much time , have to do it by hand and the result is unprecise and glitchy ) , i see that the meshes (many part of the body) disappears 1 after another once the ragdoll is shaking on the ground (and even when i push button to .suspendDynamics() )
Why do i feel i waste my time on BGE on parametering uncertain and randomily things on BGE rather than spending my time on the code ? How can i go foward in my game if im not sure that my characters will not dissapears randomly ??? (" oh !! because that option " …) It’s so frustratring and make you feel your project will remain unfinished or unpolished for ever. BGE offers lots (too much) of options but never a canvas of options when it comes making stuff around a usual thing such a simple human character. Why such a lack of pragmatism ? 99% of games looks similar : a man + a gun + camera + physics ragdoll … ok … so why everyone has to do it them self and fix it on BGE again and again and again and again … and again ? How is it possible to waste time in 2019 copy-pasting empties to bones in order to parent rigid body boxes , copy rotation, copy location and all that clown-circus job every time i want to create a character ? Seriously
I alwys feel that somehow it the open source community. They love to make big things but they love to make the product like 99% done. Just because … you know … dont want to see noobs around… only nerds. Where is that damn official 3th person game template that will make bge a serious solution for indie game devs ? Unity understood that a game engine is already too low level (like a programming language 20 years ago) . A tested and approved game template is now the norm.
Lets think about it : commercial products are made for the people (for their money) , open source sometimes gives the feeling that it’s made by the devs for their own satisfaction and vision.
My 10 mins of hate, sorry.