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Godot 4.6 Release: It's all about your flow

godotengine.org

21–30 of 135 posts

Re: Godot 4.6 Release: It's all about your flow

#21
post #3

I am curious to see how much the editor have been increasing in executable size after each version

Comparing the win64 build for each version. For 12 years of growing scope, that seems pretty good to me:

  1.0 – 9.4  MB (2014)
  2.0 – 12.3 MB (2016)
  3.0 – 20.2 MB (2018)
  4.0 – 51.6 MB (2022)
  4.6 – 79.4 MB (2026)

Re: Godot 4.6 Release: It's all about your flow

#23

I'm pretty excited about libgodot! Let's see what use cases people can come up with for it.

Afaik due to how .NET webassembly works, it expects to own the main loop, so I think the main motivator of this change was to enable .NET in Wasm builds.

Re: Godot 4.6 Release: It's all about your flow

#24
My 13yo son recently discovered Godot and I'm very impressed by how accessible and powerful it all is. He had started gamedev a few years ago with Scratch. Figured out Roblox Studio a fair amount, but it's super quirky, plus he wanted to do 2D games. Tried some other stuff (eg pygame) but that's just super low level, inaccessible, plus you can't properly distribute pygame games for shit. Godot is on a whole nother level.

I had never bothered pointing him to it, because I remembered Godot as "a bunch of C++ libraries for gamedev". I'm not even sure whether that's ever been the case or just an incorrect memory, but today's Godot is incomparable to that. The editor UI is very full featured, and you can easily make simple 2D games with relatively small amounts of programming. It includes a level editor, animation stuff, and so on. It's just very feature complete, and I think it's very impressive for a FOSS project to be so accessible to newcomers stumbling into it by chance. Points also to the people making videos.

Also sidenote I think GDScript is great. My son had tried Unity first, but the C# compile cycle was so slow that he kept getting out of the flow. As a developer dad, Godot's GDScript struck me as a super weird "not invented here" thing at first, but realizing what tradeoffs they're going for (familiarity, fast edit-compile-run cycle, concurrency, lightweight binding to C++ internals, etc), I now see the point completely. I'm sure it has plenty quirks but for a beginner like my son it's a perfect fit.

Bottom line, he was able to make a Flappy Bird clone and put it on his Android phone, totally solo (except the Android export, and with lots of YouTube support), in like two afternoons. Drew the art, coded the dynamics, everything. Hats off to the Godot team!

Re: Godot 4.6 Release: It's all about your flow

#25
post #6

They're still quintupling down on their sad Python-lite clone language and toy inbuilt text editor, what a damn shame. Still no way to avoid GC in C#. Godot had real potential, but they continue to insist it is a playground for learning about game development, rather than a tool to release a real game. If a fraction of gdscript and editor manhours had gone into real engine development, it would be better than Unity b…

My philosophy has always been “ergonomic scripting or drop to C++”, so I’m quite okay with it. C# has always felt a bit clunky to me. It’s nice to have alternatives.

[dead]

Re: Godot 4.6 Release: It's all about your flow

#26

Earlier quoted context omitted.

Is the GC in C# actually that much of a problem? Slay the Spire 2 is made with Godot + C# and the devs seem to be fine with it. Of course, it's probably not a computationally very demanding game but still the GC in C# does not seem to be a problem there.

Yes it is a big problem. StS devs cannot write normal C# code, you have to really work around the C# integration to avoid lag spikes. See my other comment GitHub thread. There's also things like this https://github.com/godotengine/godot/issues/86926 and that the underlying types aren't compatible (Godot collections) that make it clear they aren't serious with the C# support. The other huge problem is the terrible ext…

You can make up some 'critical defects' for every tool and engine in the universe. So what game engine is perfect for an 'ambitious developer' to use?

Re: Godot 4.6 Release: It's all about your flow

#27

They're still quintupling down on their sad Python-lite clone language and toy inbuilt text editor, what a damn shame. Still no way to avoid GC in C#. Godot had real potential, but they continue to insist it is a playground for learning about game development, rather than a tool to release a real game. If a fraction of gdscript and editor manhours had gone into real engine development, it would be better than Unity b…

It has been used for pretty successful games on steam

Re: Godot 4.6 Release: It's all about your flow

#28
post #3

I am curious to see how much the editor have been increasing in executable size after each version

Comparing the win64 build for each version. For 12 years of growing scope, that seems pretty good to me: 1.0 – 9.4 MB (2014) 2.0 – 12.3 MB (2016) 3.0 – 20.2 MB (2018) 4.0 – 51.6 MB (2022) 4.6 – 79.4 MB (2026)

As something to compare to, I picked a random repository from what GitHub Explore showed, clicked on the first that looked like a desktop application (https://github.com/siyuan-note/siyuan/releases/tag/v3.5.4), and their Windows binary is currently 166MB for a "privacy-first, self-hosted, fully open source personal knowledge management software".

I'd claim 80MB for an entire game engine + editor for said engine is very good.

Re: Godot 4.6 Release: It's all about your flow

#29

My 13yo son recently discovered Godot and I'm very impressed by how accessible and powerful it all is. He had started gamedev a few years ago with Scratch. Figured out Roblox Studio a fair amount, but it's super quirky, plus he wanted to do 2D games. Tried some other stuff (eg pygame) but that's just super low level, inaccessible, plus you can't properly distribute pygame games for shit. Godot is on a whole nother le…

> because I remembered Godot as "a bunch of C++ libraries for gamedev".

Yeah it's never been that, it's always been an editor-driven engine. Started life as a proprietary game engine by a consultancy, then open sourced about a decade ago.

Super cool though, learning Godot at 13 is a great opportunity.

Re: Godot 4.6 Release: It's all about your flow

#30

Earlier quoted context omitted.

Is the GC in C# actually that much of a problem? Slay the Spire 2 is made with Godot + C# and the devs seem to be fine with it. Of course, it's probably not a computationally very demanding game but still the GC in C# does not seem to be a problem there.

Yes it is a big problem. StS devs cannot write normal C# code, you have to really work around the C# integration to avoid lag spikes. See my other comment GitHub thread. There's also things like this https://github.com/godotengine/godot/issues/86926 and that the underlying types aren't compatible (Godot collections) that make it clear they aren't serious with the C# support. The other huge problem is the terrible ext…

I use visual studio pro and when I hit F5, my game runs in the godot ide. I can pipe the log output back to visual studio. So, I think the integration is quite good, imo. ( sorry for formatting on phone )
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