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The anatomy of a Godot API call

sampruden.github.io

191–195 of 195 posts

Re: The anatomy of a Godot API call

#191

Curious if anyone here has tried Bevy (Rust game engine). Godot has a beautiful editor and great tooling for a free engine ... but I worry about the choice of C# and GDScript as the expected way for devs to interact with the project (what if performance is a concern or you need to develop some low-level features). Another post in this thread said the C++/native interface was not great and difficult to work with. And…

I've been following Bevy for a while and it looks incredibly well-thought out. One of my favorite YouTubers (https://www.youtube.com/@Tantandev) often does Bevy projects and doesn't gloss over the code and goes to explain why Rust is a great choice for the ECS that Bevy provides.

Re: The anatomy of a Godot API call

#192
post #116

Earlier quoted context omitted.

Those are your words, not mine. The thread was talking about ditching GDScript in favour of C# and comparing it to other engine scripting languages. You want to go with the conversation on a trip to the mountains, you go alone.

You're being weirdly aggressive here, and you have yet to actually address any specific point I've made in any of my comments, much less defended your own, so I'm going to call it a night.

You've been just as weirdly hostile from the jump.

Re: The anatomy of a Godot API call

#194

Earlier quoted context omitted.

Bluntly, getting too hung up on languages is procrastination. Lua is more than fine. (GDScript isn't actually that bad, just completely esoteric). Similarly I wouldn't get hung up on Blueprints or C++ when worrying about Unreal, partly because their C++ is so particular it's extreme. Defold is basically a pile of interesting simple subsystems, especially around game logic, that in combination become surprisingly powe…

I actually agree with you about the language-stuff. I thought your parent-command was essentially making some kind of performance-based comparison between defold and godot, which is why I mentioned Lua. Defold seems interesting, but unlike Heaps and Godot it hasn't yet been used for any game I've heard of. (additionaly I don't really agree that Gdscript is particullary esoteric. It's basically python, with a bunch of…

> Defold seems interesting, but unlike Heaps and Godot it hasn't yet been used for any game I've heard of

Is this true really? It appears to have been bought by King (Candy Crush Saga) and used internally (see the Defold about page). So while it may be associated with mobile/casual gaming it was worthy of being purchased and used by an otherwise successful company -- at least along some metrics.

Acquiring anything usually has a period of investigation and inquiry which Defold passed.

Seems at least worthy of consideration next to Heaps and Godot.

Re: The anatomy of a Godot API call

#195
post #41

This dictionary stuff is truly bizarre. I have been playing around with GDExtension and Rust - specifically the meshing interface. This dictionary stuff shows up there. Not only couldn't I figure out why (the GDScript angle makes sense in hindsight), but it also makes the API virtually impossible to discover: you have to resort to reading things up in the documentation. As much as I love Godot, the GDExtension interf…

If you are using Rust, you should check out https://bevyengine.org which is a rust based game engine with a focus on ECS
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