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Godot 4.6 Release: It's all about your flow

godotengine.org

61–70 of 135 posts

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

#61

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…

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.

I don't know about it's use in godot but it's obvious it's not a problem to shipping a good game

https://unity.com/blog/games/games-made-with-unity-2025-rele...

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

#62

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…

Miguel de Icaza of Mono fame has a whole video on how C# was a "multi billion dollar mistake," and is working on a Swift Godot package. https://www.youtube.com/watch?v=tzt36EGKEZo https://github.com/migueldeicaza/SwiftGodot (I've had some fun dabbling with Swift Godot but all of the documentation seems to be a bit out of date)

As a current C# web developer I think C# is amazing. I know multiple other languages (Java, JS, Python and others) fairly well and none of them measure up to modern C# in my opinion. Visual studio is trash though.

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

#63

Earlier quoted context omitted.

> I'm not going to waste my time with GDScript. The GDScript hate is so odd. If you know any scripting language you know GDScript. How much time are you wasting when it takes one afternoon to learn? And nowadays it even has gradual typing support for those that are scared of dynamic types. I have seen C# devs coming to Godot being super prejudiced against GDScript and then end up using GDScript anyway because it is j…

>for those that are scared of dynamic types. If you aren't scared of dynamic types for any type of semi-large project (like a game..) then you aren't qualified to talk about much.

Why?

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

#64

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…

That's awesome! What type of game is your son making now?

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

#65
With all these editor improvements, we should now be waiting for someone to realize that a soft fork + a thoughtful plugin-based architecture using the original as a base means that lots of the effort that has gone into Godot's (snappy) UI could be repurposed and make for better web development inspector/debugger experience than using browsers' own built-in tools.

A "native" text editor, style properties viewer, profiler timeline, (and more, e.g., animation curve editor), instead of the ones we've got (like the one in Firefox, that they wrote in React[1] where you can see visible, whole-panel flicker when the UI repaints itself every time the cursor blinks)? Yes, please.

1. https://firefox-source-docs.mozilla.org/devtools/frontend/re...>

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

#66
post #2

wow, this release looks really cool! this part especially: > With the new LibGodot, you can now embed the engine directly into your own applications. Instead of running Godot as a separate executable, you can control startup, manage the engine loop, and integrate it seamlessly into custom workflows. it might seem like a small thing but the IoC setup of Godot makes it really annoying to build certain game infrastructu…

> I'll probably wait for a couple versions before trying it out on my game since I'm sure it's not exactly battle-tested yet

Who better to do the battle-testing?

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

#67

Is there anything in this which will make it easier/better to make GUI applications? https://github.com/derkork/openscad-graph-editor kind of has me considering using Godot for creating a drawing program....

They just added docs for how to best achieve GUI apps.

https://docs.godotengine.org/en/latest/tutorials/ui/creating...

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

#68

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…

> My son had tried Unity first, but the C# compile cycle was so slow that he kept getting out of the flow.

I'd like to know more about this. Were you comparing similar sized projects? I've only done very small projects in Unity and the cycle was near instant. Loading up some of their 3gig+ samples, there was an initial build that took 40+ mins but that's because it had 3gig of assets to process.

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

#69

Earlier quoted context omitted.

> 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.

Thanks! I bet I've had it confused with something else then.

Might’ve been MonoGame? It sounds enough like Godot that you might’ve confused the two, it’s a code-first framework, and it’s popular enough that you might’ve heard of it (Stardew Valley, Bastion, and Celeste are all built on MonoGame)

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

#70

Is there anything in this which will make it easier/better to make GUI applications? https://github.com/derkork/openscad-graph-editor kind of has me considering using Godot for creating a drawing program....

I wonder the same thing, but with an emphasis on app mobile development. Godot from project setup to running on my Android is way more effortless/lightweight experience than doing the way of AndroidStudio and/or Flutter stuff. What I dream of is making a Lua binding for essential godot GUI control nodes using GDExtension and using this LibGodot to own the engine loop, so I can do all the app code in Lua. So, I may ha…

The future of cross-platform toolkits for graphical apps is Godot ("GDTK"?), instead of Electron?
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