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Godot game engine reaches 2.0

godotengine.org

41–50 of 59 posts

Re: Godot game engine reaches 2.0

#41
post #8

One thing I don't get with game engines: why do they feel the need to make a X-like scripting language, where X=Python in this case, and X=JavaScript in Unity's case? Why do they make people re-learn the specifics and slight differences of a language that has been around for more than a decade? On top of this, they are making their engines more difficult to maintain: bug fixes, new features, deprecation and backwards…

This should answer your question, http://docs.godotengine.org/en/latest/reference/gdscript.htm... As for my personal experience with GDScript, I used to experiment with Godot a while back, and honestly I never felt like GDScript was some sort of hindrance never felt it was in the way. It was really, really easy to pick up if you know another programming language already.

> A class file can inherit from a global class, another file or a subclass inside another file.

> # optionally, extend from another file

> extends "somefile.gd"

> # extend from a subclass in another file

> extends "somefile.gd".Subclass

Interesting feature.

Re: Godot game engine reaches 2.0

#42
post #17

Earlier quoted context omitted.

> Until Unity became popular, everybody was doing their own game engine for their own game. The very first Half-Life was already using one of the Quake engines. As was Hexen. The first Deus Ex was using the Unreal engine. That was all probably ten years before Unity.

I've been part of a community of hobbyist/indy gamedev since 2002. At that that time, there were very few engines usable by hobbyists due to price constraints: - Quake 3 Engine for FPS-like. Other FPS engine were moddable, but as the source code was not available it limited the possibilities. - RPG Maker for old school JRPG - Adventure Game Studio and GameMaker for Sierra/LucasArts adventure games. I could probably i…

Crystal space and Ogre3d were pretty active back then.

https://en.wikipedia.org/wiki/Crystal_Space

https://en.wikipedia.org/wiki/OGRE

Re: Godot game engine reaches 2.0

#43
post #8

One thing I don't get with game engines: why do they feel the need to make a X-like scripting language, where X=Python in this case, and X=JavaScript in Unity's case? Why do they make people re-learn the specifics and slight differences of a language that has been around for more than a decade? On top of this, they are making their engines more difficult to maintain: bug fixes, new features, deprecation and backwards…

This should answer your question, http://docs.godotengine.org/en/latest/reference/gdscript.htm... As for my personal experience with GDScript, I used to experiment with Godot a while back, and honestly I never felt like GDScript was some sort of hindrance never felt it was in the way. It was really, really easy to pick up if you know another programming language already.

    # a file is a class!
I'm having LPC flashbacks ...

Re: Godot game engine reaches 2.0

#44
post #2

Some meta discussion: "xyz reaches/releases version number 234234.324234" is entirely meaningless and the best way to ensure that nobody will care about your release announcement. Your project may internally have a very well defined and entirely logical policy as to how exactly to change version numbers based on internal project changes, but from the outside this is 100% untrustable and invisible, meaning your 2.0 re…

Yeah I would say the version number definitely has meaning, particularly in the case of a major version release.

I could see something like "Godot reached 2.0.1" getting a little tiresome. I would agree that, for a minor release like that, wording the announcement as "Godot engine now supports xyz" would definitely be more helpful.

But when they've got 20 or so major new features, there's not really a better way than to say "Godot 2.0 released" with a link to the changes.

Re: Godot game engine reaches 2.0

#46
post #8

One thing I don't get with game engines: why do they feel the need to make a X-like scripting language, where X=Python in this case, and X=JavaScript in Unity's case? Why do they make people re-learn the specifics and slight differences of a language that has been around for more than a decade? On top of this, they are making their engines more difficult to maintain: bug fixes, new features, deprecation and backwards…

Unity's Javascript was actual Javascript. You might be thinking of their (deprecated) Boo language which was a variant of Python. Nowadays though Unity has pretty embraced C# as the language of choice.

Re: Godot game engine reaches 2.0

#48

Earlier quoted context omitted.

This should answer your question, http://docs.godotengine.org/en/latest/reference/gdscript.htm... As for my personal experience with GDScript, I used to experiment with Godot a while back, and honestly I never felt like GDScript was some sort of hindrance never felt it was in the way. It was really, really easy to pick up if you know another programming language already.

Totally agree. I made the same small game in Unity and Godot about a year ago to compare them. Learning and using Godot script was no big deal. The main difference was that I could use VS for Unity and it had a vim plugin, but if I wanted to edit text in-editor I was stuck with Godot's own one.

> if I wanted to edit text in-editor I was stuck with Godot's own one.

Yet another move the one should not copy from Smalltalk.

Re: Godot game engine reaches 2.0

#49
post #8

One thing I don't get with game engines: why do they feel the need to make a X-like scripting language, where X=Python in this case, and X=JavaScript in Unity's case? Why do they make people re-learn the specifics and slight differences of a language that has been around for more than a decade? On top of this, they are making their engines more difficult to maintain: bug fixes, new features, deprecation and backwards…

Unity's Javascript was actual Javascript. You might be thinking of their (deprecated) Boo language which was a variant of Python. Nowadays though Unity has pretty embraced C# as the language of choice.

UnityScript is closer to ActionScript or Javascript-flavored C# than it is to Javascript. It uses class-based instead of prototypical inheritance and generally uses the conventions and concepts of OOP instead of functional programming.

Re: Godot game engine reaches 2.0

#50
post #17

Earlier quoted context omitted.

There's a history of reinventing the wheel in game development just for the sake of doing so. Until Unity became popular, everybody was doing their own game engine for their own game. All those game engines have their own image formats, sound formats, archive packing format, etc. None of this is ever open source, of course... And before you think "in the name of performance", it's usually actually in the name of prem…

> Until Unity became popular, everybody was doing their own game engine for their own game. The very first Half-Life was already using one of the Quake engines. As was Hexen. The first Deus Ex was using the Unreal engine. That was all probably ten years before Unity.

Not that it alters your point in any way whatsoever (except to date third party engine-reuse even further), but Hexen used a variant Doom engine, not quake. Hexen 2 was the one that used the Quake Engine.
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