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Godot 4.0 Released

godotengine.org

31–40 of 80 posts

Re: Godot 4.0 Released

#31

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?

It's a toy language with almost zero open source library support. And trying to hire someone to work in it and implicitly agree that they don't care about their CV and future hireability is a tough sell.

Re: Godot 4.0 Released

#32

Huge quantity of work here. Really stunning. How is this sustainable through donations alone?

Because people make money using it.

A bit like LibreOffice, actually - donation-sustained, ecosystem includes commercial companies which use the tech with modifications/extensions, who donate money, new features, bug fixes etc.

Re: Godot 4.0 Released

#33

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?

OMG cyclic dependency hell for a start.

Re: Godot 4.0 Released

#34
post #29

Earlier quoted context omitted.

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 impressi…

There’s a gdscript plug-in for IntelliJ IDE’s then you have all that.

Re: Godot 4.0 Released

#35
Been using Godot the past couple months. It's simply a joy to work with. From the single (relatively) lightweight executable model, to the dogfooding of implementing the UI with the engine itself, to the design of GDScript, etc etc. They definitely implement a lot in-house, but reuse existing software where it makes sense.

Every once in a while I use a program where I just feel the authors think about software similarly to the way I do. Godot is one of those.

Re: Godot 4.0 Released

#36
Been using the Godot 4 beta and RC for my latest project. The new features (especially lambdas) in GDscript have been killer. Congratulations to the Godot team.

Re: Godot 4.0 Released

#37

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

It is inasmuch as you can modify the engine source if you would like to program your game like that. Most engines maintain a distinction between the engine implementation language (usually C++) and scripting (game implementation) language, and Godot is no different.

Re: Godot 4.0 Released

#39
post #35

Been using Godot the past couple months. It's simply a joy to work with. From the single (relatively) lightweight executable model, to the dogfooding of implementing the UI with the engine itself, to the design of GDScript, etc etc. They definitely implement a lot in-house, but reuse existing software where it makes sense. Every once in a while I use a program where I just feel the authors think about software simila…

GDScript sucks big time. It has not place in an engine, why would anyone ever invent a very inferior language to what already exists.

They should have used C#.

Re: Godot 4.0 Released

#40
post #29

Earlier quoted context omitted.

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 impressi…

There’s a gdscript plug-in for IntelliJ IDE’s then you have all that.

There's a very barebones plugin that does simple syntax highlighting and code completion, more basic than the built-in Godot editor.
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