That's interesting! Good for you! I'm in a situation, well I guess a lot of Unity devs are, in which I have to think about this sort of thing. How did you deal with MonoBehaviours?? How did you abstract that away? I mean, this sounds like a nice idea, but at the same time, adding another level of abstraction could potentially slow down a game? Well I suppose it wouldn't be noticeable. Interesting stuff though!
Viewing post in Devblog #2 - From Unity to Godot in a Weekend comments
Godot has suitable replacements for MonoBehaviours. I don't think he added another layer of abstraction, moreso he wrote his code with abstraction in mind, i.e., portable interfaces versus tight coupling with any specific framework. Instead of utilizing some OOB framework provided behaviors, he rolled his own. This is really the way it should be done when one has the experience to do so.