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Godot 3.2

godotengine.org

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Re: Godot 3.2

#101

Earlier quoted context omitted.

If you search for "vim", you'll find there's already an issue: https://github.com/godotengine/godot/issues/17213 - the latest comment is about a year old and says: > The current implementation of the text field looked pretty much straight forward and exchangeable. So at anyone reading this, feel encouraged to grab this issue! :-)

FWIW, there is a GDScript syntax highlighter and completion plugin for vim [0], and there was also a GSOC project to add language server support for GDScript [1]. I don't know the exact status of the PRs besides that some parts of it haven't been merged yet, but some did apparently make it into Godot 3.2. I'm sure testing and bugfixes would be appreciated. [0] https://github.com/calviken/vim-gdscript3 [1] https://god…

Language server support is in Godot 3.2, there are extensions for VSCode[0] and Atom[1] currently.

[0] https://marketplace.visualstudio.com/items?itemName=geequlim...

[1] https://atom.io/packages/lang-gdscript

Re: Godot 3.2

#102

Earlier quoted context omitted.

It doesn't have lambda, even the bad lambda from python.

This is an intentional design decision in the language - not having lambda functions / functions as first-class citizens makes the code easier to optimize internally.

It also makes me feel like I'm programming in 1987. LuaJIT does fine with lambdas and I'd bet good money chibi-scheme is faster than GDScript. Its not a really good excuse.

Re: Godot 3.2

#103
post #87
post #47

Earlier quoted context omitted.

Is Unity the odd ball? I've never done any serious game dev but I've done plenty of screen drawing and Y-down is the only convention I've ever come across.

Screenspace was always x-right, y-down (aka Cartesian quadrant IV) because that was the convention NTSC used to paint the screen. 3D has not had the benefit of an obvious hardware model to emulate. Y-up, Z-up, Y-down are probably the three most common variants though.

Who else in 3D uses Y-down? I’ve seen Y-up / Z-into-screen (a la Direct3D), Y-up / Z-out-of-screen (a la OpenGL convention), and Y-into-screen / Z-up (top down type games like RPGs, RTS etc.)

I haven't seen Y-down (in 3D space) since software rendering days.

I've yet to meet the monster who would use X-left. :P

Re: Godot 3.2

#104

Godot has been a breath of fresh air for me lately (been running master branch for a while) and I know that it is going to only get better. I can't wait for the vulkan renderer to be ready, I think it's going to a game changer for godot. After Epic originally promised to make linux a first class citizen, I went all in ue4, but they lied and went back on all those promises, and I have since moved to a completely open…

Speaking of Godot, Epic and Linux: in your opinion, would Godot be a good platform to build a Rocket League clone? How good is it at networked games?

It would take a bit more work in the performance aspect, but entirely doable.

Re: Godot 3.2

#105

My son (10 years old) wants to learn how to make games so we sat down together and went through the tutorial from the beginning. Very enjoyable.

Nice! I made a tiny game with a car for my 3 year old and he's already asking me "how do I do this too"...

Re: Godot 3.2

#106
post #47

Earlier quoted context omitted.

Y-down coordinates still feel weird to me too, but that's a pretty longstanding convention for screen space coordinates: https://www.ntu.edu.sg/home/ehchua/programming/opengl/images... (via https://www.ntu.edu.sg/home/ehchua/programming/opengl/CG_Exa... )

Is Unity the odd ball? I've never done any serious game dev but I've done plenty of screen drawing and Y-down is the only convention I've ever come across.

I've always found this convention bizarre, because graphs are always drawn with the origin being the bottom left.

I'm not sure where the convention comes from. Maybe CRT screens drawing that way?

Re: Godot 3.2

#107
post #16

I make 2D games and it seems that Godot is good for that. I'm scared of GDScript though, e.g. not being able to use a package registry that normally comes with standard languages. What's everyone's experience?

GDScript is really easy to pick up, well documented and like any DSL created specifically for one job, it's straightforward without sharp edges. I've used many languages in games including C++ and I find GDScript a breeze.

If you need something only another language has to offer, unless it's a big library, conversion to GDScript is usually the matter of a few hours at most.

Otherwise for 2D another game engine I'd recommend is Love2D.

Re: Godot 3.2

#108
post #105

My son (10 years old) wants to learn how to make games so we sat down together and went through the tutorial from the beginning. Very enjoyable.

Nice! I made a tiny game with a car for my 3 year old and he's already asking me "how do I do this too"...

Awesome! Nice to be able to share the joy of programming using an activity kids already love.

Re: Godot 3.2

#109
post #16

I make 2D games and it seems that Godot is good for that. I'm scared of GDScript though, e.g. not being able to use a package registry that normally comes with standard languages. What's everyone's experience?

This is just personal opinion on my part. Godot is a wonderful project and the Godot team have done great work.

I gave up on Game Maker years ago because I realized I was pouring hours and hours into learning a language I would never be able to use anywhere else, and as much as I like Godot (and I'm really starting to like it) I feel like I'm kind of making the same mistake. Even though Godot has support for C# and third party support for other languages[0..5] I have no idea how mature such projects are, or what the long term support prospects are.

Like as not, Godot is built for GDScript, most if not nearly all tutorials assume GDScript, and any plugins you find will probably be using GDScript. You can probably assume that GDScript support is guaranteed for the future, and at best, C# support is probably guaranteed for the forseeable future, though not necessarily at parity with GDScript, version to version.

Oh, and it also apparently Godot has its own shader language so forget about using GLSL as well, probably.

As far as the language itself goes, GDScript has significant whitespace, and I don't like significant whitespace. Its idioms tend to be just unfamiliar enough to me that I keep forgetting things that would be obvious in another language. I really wish it had lambdas.

BUT... it's still a capable language and obviously it does what it says on the tin. I guess you can stick with C# or wait until one of the other language projects matures, or just bite the bullet and use GDScript. The framework itself is so much easier to deal with than Unity IMHO, and for 2D I think it's worth the frustration. All of my issues with the language, thus far, are relatively minor and entirely subjective.

[0]https://github.com/perbone/luascript

[1]https://github.com/Geequlim/ECMAScript

[2]https://github.com/touilleMan/godot-python

[3]https://github.com/GodotNativeTools/godot-d

[4]https://github.com/ShadowApex/godot-go

[5]https://github.com/pragmagic/godot-nim

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