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Developing Godot Projects with Neovim

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Re: Developing Godot Projects with Neovim

#32
post #30

Earlier quoted context omitted.

What about for C++? Reading the docs, the C++ support seems somewhat of a side-show, and documentation seems patchy on it.

I'm not sure if you are referring to GDNative which is the native/binary "scripting" interface, or hacking on the engine code itself. Neither are the primary way to use Godot -- the documentation reflects that, I guess. A lot of the documentation is not language specific, and a lot of the topics covered are fundamental. The engine code is great. It's structured logically and navigating it is intuitive. Building the e…

Godot home page itself mentions c++ on the same line as GDScript and C#.

Text from Godot home page:

"Use the right language for the job:

Keep your code modular with an object-oriented API using Godot's own GDScript, C#, C++, or bring your own using GDNative."

But my memory was that last time I tried about a year ago, something was patchy about c++ documentation.

My doubt still is if c++ is a first class citizen in Godot at par with GDScript and c#.

Re: Developing Godot Projects with Neovim

#33
post #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…

Though I am no expert and am unsure whether this remains the case, I recall reading some time ago that Heartbeast had some bad practices in his code and that it was better to learn from GDQuest/Nathan Lovato's content instead. His content is also recommended on the official docs at https://docs.godotengine.org/en/stable/community/tutorials.h...

GDQuest made an excellent web"app" (also available as a desktop application, I believe all versions are made in Godot) that provides an interactive introduction to GDScript: https://gdquest.github.io/learn-gdscript

It's my favorite resource for learning Godot and I can heartily recommend GDQ's channel https://youtube.com/channel/UCxboW7x0jZqFdvMdCFKTMsQ/playlis...

Re: Developing Godot Projects with Neovim

#34

Earlier quoted context omitted.

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…

The Sonic Colors PC port is also running on Godot Engine.

sonic fans have mostly decided that was a bad port, saying that might do more damage than good

Re: Developing Godot Projects with Neovim

#35
post #33
post #19

Earlier quoted context omitted.

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…

Though I am no expert and am unsure whether this remains the case, I recall reading some time ago that Heartbeast had some bad practices in his code and that it was better to learn from GDQuest/Nathan Lovato's content instead. His content is also recommended on the official docs at https://docs.godotengine.org/en/stable/community/tutorials.h... GDQuest made an excellent web"app" (also available as a desktop applicati…

Hard disagree.

I dont like GDQuest, as he uses every fancy/advanced technique he knows in his free and paid courses, which means its very hard to understand whats going on.

Heartbeast only focusses on one concept at a time, which makes it easy to follow whats going on. People criticising Heartbeast are the same type of people who make fun of beginners programming tutorials "Lol, doesnt even use Kubernetes, deploying manually. Teaching bad practices lol"

GDquest makes a type 2 mistake (from my blog[0]) where he uses advanced techniques, more it seems to me to impress others rather than to help readers. I bought their courses, but couldn't finish any as I struggled to follow the 20+ concepts being taught at the same time.

0. https://new.pythonforengineers.com/blog/the-problem-with-mos...

Re: Developing Godot Projects with Neovim

#36

Earlier quoted context omitted.

It's a cliché at this point, but 4.0 (or more realistically, 4.1/4.2) would be the milestone that would result in professional adoption of Godot. 3D is still at indie-level now, and requires a lot of workarounds and hacks for some advanced stuff.

There is lots of truth behind the cliche. I've been trying out it's features the whole time alpha version's been out, and it's on a different level both in terms of usability and performance. Keeping in mind of course that alphas can be quite unstable and require you to untangle yourself every now and then. I'd advise most to wait atleast until beta

Yeah, another 4 alpha user, here. There were a few regressions while developing in Alpha, but 4 is shaping up to be really good.

Even if you don’t go for godot as your main engine, the speed with which you can prototype is really nice.

Re: Developing Godot Projects with Neovim

#37

Earlier quoted context omitted.

The Sonic Colors PC port is also running on Godot Engine.

sonic fans have mostly decided that was a bad port, saying that might do more damage than good

To be fair, Sonic fans don't like any Sonic games that have been released in the last 20 years.

Re: Developing Godot Projects with Neovim

#38
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#.

I am a novice Godot user, but I find the c# support is really easy to use. A lot of the code on their site you can view in either language. And even when I can find people's examples only in gdscript, it's really easy to translate it to c#. I have it linked to visual studio, so I get auto-completions which are 99% of the time all I need.

It's really nice to be able to just create some game object, then immediately take advantage of anything else I need to do on the c# side.. whether it be some basic classes for player objects, helpful static data structures etc.

Re: Developing Godot Projects with Neovim

#39
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.

What I'd see as a more of an obstacle is the lack of an asset store. Unity asset store has tons of stuff in it for very cheap and it's integrated straight into unity

There is an official asset library that only allows (F)OSS licensed stuff, and there are third party stores (but I don't know which is the best/most successful).

Re: Developing Godot Projects with Neovim

#40
post #33

Earlier quoted context omitted.

Though I am no expert and am unsure whether this remains the case, I recall reading some time ago that Heartbeast had some bad practices in his code and that it was better to learn from GDQuest/Nathan Lovato's content instead. His content is also recommended on the official docs at https://docs.godotengine.org/en/stable/community/tutorials.h... GDQuest made an excellent web"app" (also available as a desktop applicati…

Hard disagree. I dont like GDQuest, as he uses every fancy/advanced technique he knows in his free and paid courses, which means its very hard to understand whats going on. Heartbeast only focusses on one concept at a time, which makes it easy to follow whats going on. People criticising Heartbeast are the same type of people who make fun of beginners programming tutorials "Lol, doesnt even use Kubernetes, deploying…

The categorization of mistake types is completely unnecessary in this context. The problem, root cause, and solution are all inferable from the next sentence.
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