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Godot 4.6 Release: It's all about your flow

godotengine.org

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

#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 infrastructure (specifically in my case, automated testing) because everything is beholden to the main engine loop, to the node tree getting mounted, etc. being able to take control of that and have the engine run under your own terms is super cool.

that being said, 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

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

#5
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 by now.

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

#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.

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

#7

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.

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

#8

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…

Very true. While I believe there can be a place for a language tailored specifically for gamedev, GDScript certainly is not it.

C# support seems to have been added reluctantly, because the prospect of attracting unity devs was to good to pass on. But then they switch over and realize it is treated like the ugly stepchild and the hope is that you will just use their scripting language to avoid the friction.

And don't get me started on using GDExtension for other languages. Claiming C/C++ is available as a scripting languages in the same sentence as GDScript is a joke.

I'll look into Libgodot, maybe it's an option.

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

#9

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…

Very true. While I believe there can be a place for a language tailored specifically for gamedev, GDScript certainly is not it. C# support seems to have been added reluctantly, because the prospect of attracting unity devs was to good to pass on. But then they switch over and realize it is treated like the ugly stepchild and the hope is that you will just use their scripting language to avoid the friction. And don't…

Can you please elaborate why you think C# is not really well integrated into Godot? I'm using it myself and it seems fine to me. There's quite a community around Godot + C# check out https://chickensoft.games as well. FWIW the Slay the Spire 2 devs also seem to be happy with Godot + C#

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

#10

Earlier quoted context omitted.

Very true. While I believe there can be a place for a language tailored specifically for gamedev, GDScript certainly is not it. C# support seems to have been added reluctantly, because the prospect of attracting unity devs was to good to pass on. But then they switch over and realize it is treated like the ugly stepchild and the hope is that you will just use their scripting language to avoid the friction. And don't…

Can you please elaborate why you think C# is not really well integrated into Godot? I'm using it myself and it seems fine to me. There's quite a community around Godot + C# check out https://chickensoft.games as well. FWIW the Slay the Spire 2 devs also seem to be happy with Godot + C#

For the record I would still choose C# out of all the options for a bigger game (GDscript with strict type-hinting might suffice for small ones). My main complaints that I can still remember:

- deprecated web export for C# with Godot 4. This is basically my main gripe and why C# has been a non-starter for me.

- Engine still has a separate binary for C# support. I think they are working on unifying them. But once you use the .NET one you can't export to web even when you don't use C#.

- setting up debugging+lsp was a pain and consistency was very flaky afterwards

Also a lot of the editor workflow is built around using GDScript with the built-in text-editor. I don't actually mind it that much, but you asked why it's not as well integrated and that's an obvious one for newbies. If your experience was wildly different, please do tell.

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