Live data from Hacker News

Godot 4.0 development enters feature freeze ahead of the first beta

godotengine.org

121–122 of 122 posts

Re: Godot 4.0 development enters feature freeze ahead of the first beta

#121

Earlier quoted context omitted.

I don't have experience with GDScript, so please forgive the ignorant question. Does GDScript have good debugging, linting, and profiling tools? I'm not a game developer, but I'd love to hear your perspective on some of the criticisms I've encountered on the topic of scripting languages for game development. One of the main criticisms I've heard of using scripting languages for game development is that they tend to b…

> Does GDScript have good debugging, linting, and profiling tools? Yes, everything is provided for. No need for separate tools, Godot comes with everything out of the box. (Of course "good" needs to be defined but I personally had no problems.) > The second form of criticism I've heard is that type issues become a serious problem as the size of game code growns past a certain point. GDScript has gradual typing suppor…

GDScript is fine and I use it but it's a stretch to compare its type system to TypeScript. GDScript doesn't have generics let alone conditional types, string template types, variadic tuple types, etc. TS is significantly more sound as well if you turn on a lot of the strictness options.

Re: Godot 4.0 development enters feature freeze ahead of the first beta

#122

After quickly falling in love with Godot and several months of serious use I'm having to give up on it due to Godot's lack of funding to fix its more than 6000 open issues on Github: https://github.com/godotengine/godot/issues Every single time a Godot bug bites me I find that a bunch of other devs reported the issue more than a year ago but no one has had time/money to fix the issue. For example, I was just bitten b…

Out of curiosity, are you funding it? I've been funding it (a small amount monthly) for a long time now. I wish it had existed about 15 years ago in college when I had lots of time on my hands for toying with game making.

I'd fund it if I could use it to actually ship something and make money. I've donated to other software projects. If, say, for several thousand bucks they'd actually give me a tiny bit of support by fixing bugs in the "stable" branch that affect me then I'd pay up. At this point though if I want to actually ship using open source I find I can actually get things done faster using SDL2. Because SDL2 is a minimal layer over native if there is an issue I can actually figure out what native calls are happening in what order. If controller inputs are wonky or textures are the wrong color I can figure out why. Godot does try to use an understandability friendly subset of C++ (no template metaprogramming and such) but it is still too sophisticated for me to quickly dive in and understand how it all works; and it is certainly too complicated for its core maintainers to be able to quickly dive in and fix longstanding open issues in "stable".
Post reply on HN