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Joan Fons hired to work on Godot's rendering

godotengine.org

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Re: Joan Fons hired to work on Godot's rendering

#42

Earlier quoted context omitted.

> I've always struggled to use Game Engines though. I just enjoy doing stuff more manually I guess. But wouldn't the reasonable workflow to start with Godot, then gradually remove pieces of it in favor of your custom code? Or is it too tightly integrated that you would have to rewrite from scratch? (Asking as someone with no Godot experience.)

You will have a very hard time because it has its own script (though I guess you could use C#) and it's very opinionated about lots of things like the node graph, etc.

Godot has support for many programming languages [0] through 'GDNative' which generally lets you access the API through any programming language that can bind to C++. I see that there is D support [1] but I have no idea how robust it is.

[0] https://docs.godotengine.org/en/latest/tutorials/scripting/g...

[1] https://github.com/godot-d/godot-d

Re: Joan Fons hired to work on Godot's rendering

#43

Earlier quoted context omitted.

> I've always struggled to use Game Engines though. I just enjoy doing stuff more manually I guess. But wouldn't the reasonable workflow to start with Godot, then gradually remove pieces of it in favor of your custom code? Or is it too tightly integrated that you would have to rewrite from scratch? (Asking as someone with no Godot experience.)

Modern game engines aren't like libraries you link with your own code. They are entire systems your code runs inside of. A modern game engine is a lot more like an IDE and an entire operating system combined. Just like you can't start writing a program for Windows and then gradually remove pieces of Windows, you can't not use the game engine.

> Just like you can't start writing a program for Windows and then gradually remove pieces of Windows, you can't not use the game engine.

Actually, you can definitely write a program for Windows; gradually replace remove dependency on Windows with multi-platform libraries; and eventually drop Windows altogether in favor of another OS. (Or even OS-less:

https://stackoverflow.com/questions/22054578/how-to-run-a-pr...

https://github.com/includeos/IncludeOS/blob/master/README.md

)

Re: Joan Fons hired to work on Godot's rendering

#44

Earlier quoted context omitted.

Modern game engines aren't like libraries you link with your own code. They are entire systems your code runs inside of. A modern game engine is a lot more like an IDE and an entire operating system combined. Just like you can't start writing a program for Windows and then gradually remove pieces of Windows, you can't not use the game engine.

> Just like you can't start writing a program for Windows and then gradually remove pieces of Windows, you can't not use the game engine. Actually, you can definitely write a program for Windows; gradually replace remove dependency on Windows with multi-platform libraries; and eventually drop Windows altogether in favor of another OS. (Or even OS-less: https://stackoverflow.com/questions/22054578/how-to-run-a-pr... h…

Those multiplatform libraries just introduce another layer between you and Windows, they do not actually remove Windows.
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