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Godot 4.0 Released

godotengine.org

21–30 of 80 posts

Re: Godot 4.0 Released

#22

Why isn’t c++ a first class citizen in a game engine written in c++?

In my experience, most devs dislike working in C++. (I'm an industry engineer in games. Even the people who like C++ hate C++.) Maintaining C++ support is expensive for an engine, just like maintaining any language binding. IMO, they should optimize for the most approachable/developer ergonomic language, which C++ definitely is not. That said, I strongly disagree with their decision to simply build their own language…

Do you have any specific criticisms of GDScript you'd like to share?

Re: Godot 4.0 Released

#25

This is excellent news! I have been waiting for Godot (hehe) to release this. The new Vulkan backend is exciting for 3D projects and I am excited to try to dig into the new 2d tilemapping after work. As well, gotta love experimental Rust support: > With Godot 4, we introduce a new system called GDExtension. By design, it takes the best parts of creating GDNative extensions and writing custom engine modules using high…

[deleted]

Re: Godot 4.0 Released

#27

Why isn’t c++ a first class citizen in a game engine written in c++?

In my experience, most devs dislike working in C++. (I'm an industry engineer in games. Even the people who like C++ hate C++.) Maintaining C++ support is expensive for an engine, just like maintaining any language binding. IMO, they should optimize for the most approachable/developer ergonomic language, which C++ definitely is not. That said, I strongly disagree with their decision to simply build their own language…

GDScript is basically Python syntax with some sugar.

* Well known: Python is well known. GDScript is thus familiar. * Well supported: it's a first class citizen in Godot, that's all that matters * Easily portable: portable to what? it runs on the Godot engine. That's all the portability it needs.

I think they built their own language because of the integration with their Editor. It's not Lua or JavaScript or Python, but it works well enough for Godot in my experience.

Re: Godot 4.0 Released

#28
post #23

Looking good. Hoping in a couple of years it will be a no-brainer to use instead of Unity.

They have a looooooong way to go to make it an appropriate tool for large teams, but they are taking all the right steps to reach that hopeful future.

The founders creating a commercial arm of the engine is critical. As a real studio, you need to be able to support consoles and you need to be able to pay someone money to fix broken shit in the engine when you have a scary deadline looming.

Re: Godot 4.0 Released

#29

Earlier quoted context omitted.

In my experience, most devs dislike working in C++. (I'm an industry engineer in games. Even the people who like C++ hate C++.) Maintaining C++ support is expensive for an engine, just like maintaining any language binding. IMO, they should optimize for the most approachable/developer ergonomic language, which C++ definitely is not. That said, I strongly disagree with their decision to simply build their own language…

Do you have any specific criticisms of GDScript you'd like to share?

Not GP but I'm a full time solo indie dev.

In my case the main issue with GDScript is the tooling, or lack of thereof. No symbol aware rename, no go to definition/usages, poor autocomplete, cryptic errors. Also static typing that's kinda but not entirely there, which exacerbates the tooling issues.

Good tooling is an enormous undertaking, so the way I see it, GDScript is forever doomed to feel like someone's impressive hobby project.

Re: Godot 4.0 Released

#30

Earlier quoted context omitted.

In my experience, most devs dislike working in C++. (I'm an industry engineer in games. Even the people who like C++ hate C++.) Maintaining C++ support is expensive for an engine, just like maintaining any language binding. IMO, they should optimize for the most approachable/developer ergonomic language, which C++ definitely is not. That said, I strongly disagree with their decision to simply build their own language…

Do you have any specific criticisms of GDScript you'd like to share?

Not the OP but I can pitch in that, for me, it is important (and I'd add: efficient) to invest my scarce time in a language that can be used in several contexts

e.g.: Using python, I can do games, scientific/bio work, math, web backends etc. The same time investment in GDScript will only net me experience with GDScript which right now only exists in Godot.

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