this indicates that the editor is or can be (partially) self-hosting, which is a strongly desired property.
the idea that every scene acts as a macro that can be instantiated (non-destructively extended) is also important and fits natural properties of NOIR that i have discovered independently.
It's just that there is a lot of GPU stuff. For example, the very first thing to write is a terrain engine. I have a prototype in Scopes, so I know how it would work, but I have no idea how easy it is, let alone whether it is at all possible to setup a GPU compute processing pipeline in Godot. It surely can't be as bad as controlling wgpu_native in C++ though.
Ah well. Let's bury the perfectionist for a moment and just hack _something_ together. I'll give myself a week.
Last February i tried to get a bit into Godot and did some of the basic tutorials, but then had difficulty trying to imagine how my procedural systems would fit in there and how i would generate code efficiently, and I went back to working on my compiler.
But compiler work is frustrating because not only is the game waiting on me in the meantime, I'm also creating software that may in the end very well attempt to compete with Godot, and that means work duplication and alienating users.