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BowBunyesterday at 1:58 PM0 repliesview on HN

Same here, in Godot! This is a common practice for games with performance/networking constraints too. For example building a deterministic sim in a regular engine tends to fail without custom primitives or a nice library to handle some of the intricacies. By moving non-display code out of the engines you can reliably build and control all of this.