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Developing Godot Projects with Neovim

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Re: Developing Godot Projects with Neovim

#11
post #9
post #5

The godot language server also seems really nice. You just add something like: lspconfig.gdscript.setup({}) to your init.lua (or equivalent in init.vim), then it works with the normal neovim autocomplete. More significantly, it means you can get the really great godot docs in a floaty window bubble without any context-switching.

How much worse is support for c# than for GDScript? We want to move away from unity and the whole team is already fluent in c#.

Not an expert in Godot and definitely not an expert in C#, but I'd say the only real difference is that the documentation for GDScript is slightly better and there are significantly more tutorials for using GDScript than C# with Godot. All of the functions and concepts that are used in GDScript have an equivalent in C#, and you normally can just use the same function in camelCase.

You can use both languages in one project, so I'd recommend trying GDScript at first. It's a very simple language so it can be picked up quickly, but as soon as you feel yourself reaching for LINQ or wanting a proper type system then switch that script to C#.

Re: Developing Godot Projects with Neovim

#12
post #2

Godot has a lot going for it. Standing in its way was the wide adoption of Unity. I feel that the merger with ironSource maybe removed that hurdle.

It hardly can be considered for a serious commercial project without having a engine team already. But for hobbyist it might become a good choice and the popularity definitly helps.

Re: Developing Godot Projects with Neovim

#13
post #2

Godot has a lot going for it. Standing in its way was the wide adoption of Unity. I feel that the merger with ironSource maybe removed that hurdle.

It hardly can be considered for a serious commercial project without having a engine team already. But for hobbyist it might become a good choice and the popularity definitly helps.

Might be a nitpick, but there’s also the problem of what exactly we are calling a “serious commercial project”.

Right now the most successful game made with Godot Engine is Cruelty Squad (https://store.steampowered.com/app/1388770/Cruelty_Squad/). Regardless of if you would call it “professional” or not, it was one of the most noted indie games of 2021, had great reviews, and probably was much more commercially successful than your average Unity/Unreal “professional” indie title (given how so many of them flop). Same goes for some highly successful RPG Maker games, which usually people would not call it a “commercial-quality” engine.

I think there’s a lesson here: don’t care that much if you’re using a “commercial” quality engine or not, just care if the engine will give the right tools to make the game that you envision.

Re: Developing Godot Projects with Neovim

#14
post #9
post #5

The godot language server also seems really nice. You just add something like: lspconfig.gdscript.setup({}) to your init.lua (or equivalent in init.vim), then it works with the normal neovim autocomplete. More significantly, it means you can get the really great godot docs in a floaty window bubble without any context-switching.

How much worse is support for c# than for GDScript? We want to move away from unity and the whole team is already fluent in c#.

Out of curiosity, why do you want to move away from Unity?

Re: Developing Godot Projects with Neovim

#15
post #14
post #9

Earlier quoted context omitted.

How much worse is support for c# than for GDScript? We want to move away from unity and the whole team is already fluent in c#.

Out of curiosity, why do you want to move away from Unity?

Stability, the editor just gets slower and slower, price (especially as the team grows and you have to pay per person per month), corporate direction they’ve been going in lately.

Re: Developing Godot Projects with Neovim

#16

Earlier quoted context omitted.

It hardly can be considered for a serious commercial project without having a engine team already. But for hobbyist it might become a good choice and the popularity definitly helps.

Might be a nitpick, but there’s also the problem of what exactly we are calling a “serious commercial project”. Right now the most successful game made with Godot Engine is Cruelty Squad ( https://store.steampowered.com/app/1388770/Cruelty_Squad/ ). Regardless of if you would call it “professional” or not, it was one of the most noted indie games of 2021, had great reviews, and probably was much more commercially suc…

https://store.steampowered.com/app/1249480/ExZodiac/

Here's an absolutely beautiful commercial game made in Godot.

Re: Developing Godot Projects with Neovim

#17

Earlier quoted context omitted.

It hardly can be considered for a serious commercial project without having a engine team already. But for hobbyist it might become a good choice and the popularity definitly helps.

Might be a nitpick, but there’s also the problem of what exactly we are calling a “serious commercial project”. Right now the most successful game made with Godot Engine is Cruelty Squad ( https://store.steampowered.com/app/1388770/Cruelty_Squad/ ). Regardless of if you would call it “professional” or not, it was one of the most noted indie games of 2021, had great reviews, and probably was much more commercially suc…

miziziziz's wrought flesh has some great devlogs on the godot journey:

https://www.youtube.com/watch?v=qpFgdvG_WmI

Re: Developing Godot Projects with Neovim

#19

For more Godot goodness I recommend, Martin Donald, a technical artist whom has a great mini-series of re-creating various game effects using Godot: - https://www.youtube.com/c/MartinDonald/videos It makes a huge change from the tsunami of "I made pong for breakfast" level of material on youtube.

That's a great channel (given there's a recent thread about great youtube channels https://news.ycombinator.com/item?id=32220192 ).

For people who are less graphically inclined, but still want to check out godot, here's a great 2D simple code-along from the channel HeartBeast - https://www.youtube.com/playlist?list=PL9FzW-m48fn16W1Sz5bhT...

It's a pixel platformer, and is intended to show you the various 2D features of godot as well as be a tutorial.

Re: Developing Godot Projects with Neovim

#20

I am curious. What's the point of having yet another DSL for scripting when there are established scripting languages like the Lua/Teal/Luau/Janet family ?

This is actually explained in the Godot docs: https://docs.godotengine.org/en/latest/about/faq.html#what-i...
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