For someone who codes, #GodotEngine *may* still be better for prototyping. Personally I tried *very hard* to get logic nodes in Godot to work, but essentially you still needed to know coding concepts to set them up. They're like 1 LOC (or less) = 1 node. There's resistance from Juan to changing this. He said that they're mainly for non-coders to just tweak.
To apply a physics impulse in Godot it was 4-5+ nodes for set up and vector math, using coding concepts. In #Armoury3D it was 1.
I would say that #Godot is more polished, featureful and mature with less bugs overall.
#Armory3D is less mature, but progressing rapidly. It's deeply integrated into #Blender. Set up materials, physics and logic in Blender's node system, how you're used to. Then just hit F5 to play with no buggy export / import work every time you make a change.
Right now, if you want to code something powerful, I'd use #Godot. If you want to make something fast (or no code) I'd go with #Armoury3D.
#godot #armory3d #blender #armoury3d