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Godot 4.6 Release: It's all about your flow

godotengine.org

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Re: Godot 4.6 Release: It's all about your flow

#31
post #3

I am curious to see how much the editor have been increasing in executable size after each version

Comparing the win64 build for each version. For 12 years of growing scope, that seems pretty good to me: 1.0 – 9.4 MB (2014) 2.0 – 12.3 MB (2016) 3.0 – 20.2 MB (2018) 4.0 – 51.6 MB (2022) 4.6 – 79.4 MB (2026)

That is actually pretty amazing for a game engine. I'm not a game dev and I've only ever made some tiny games in Unity back in college but this makes me want to install Godot and try making games again.

Re: Godot 4.6 Release: It's all about your flow

#32

My 13yo son recently discovered Godot and I'm very impressed by how accessible and powerful it all is. He had started gamedev a few years ago with Scratch. Figured out Roblox Studio a fair amount, but it's super quirky, plus he wanted to do 2D games. Tried some other stuff (eg pygame) but that's just super low level, inaccessible, plus you can't properly distribute pygame games for shit. Godot is on a whole nother le…

Hats off to your son too, I'd say.

Re: Godot 4.6 Release: It's all about your flow

#33

They're still quintupling down on their sad Python-lite clone language and toy inbuilt text editor, what a damn shame. Still no way to avoid GC in C#. Godot had real potential, but they continue to insist it is a playground for learning about game development, rather than a tool to release a real game. If a fraction of gdscript and editor manhours had gone into real engine development, it would be better than Unity b…

So use Rust instead, Godot supports bindings via FFI: https://godot-rust.github.io/

I wont claim it works flawlessly, but you don't have to use GDScript or C# to program Godot.

You can also use C++, Go, Java, Typescript, Zig, Scala, Kotlin and Swift: https://github.com/Godot-Languages-Support/godot-lang-suppor...

Re: Godot 4.6 Release: It's all about your flow

#34

Is there anything in this which will make it easier/better to make GUI applications? https://github.com/derkork/openscad-graph-editor kind of has me considering using Godot for creating a drawing program....

I wonder the same thing, but with an emphasis on app mobile development.

Godot from project setup to running on my Android is way more effortless/lightweight experience than doing the way of AndroidStudio and/or Flutter stuff.

What I dream of is making a Lua binding for essential godot GUI control nodes using GDExtension and using this LibGodot to own the engine loop, so I can do all the app code in Lua.

So, I may have drifted away from your question, but the point is that I love Godot for gaming, and I can handle GDScript plus the engine editor, but for writing a complete application I would want to develop in my language/editor/ecosystem of choice.

In that sense, LibGodot(plus GDExtension) may help indirectly developing GUI applications by letting people own Godot in their ecossystem of choice.

Re: Godot 4.6 Release: It's all about your flow

#35

My 13yo son recently discovered Godot and I'm very impressed by how accessible and powerful it all is. He had started gamedev a few years ago with Scratch. Figured out Roblox Studio a fair amount, but it's super quirky, plus he wanted to do 2D games. Tried some other stuff (eg pygame) but that's just super low level, inaccessible, plus you can't properly distribute pygame games for shit. Godot is on a whole nother le…

Great experience, thanks for sharing, a great way to get them motivated.

Re: Godot 4.6 Release: It's all about your flow

#36

Is there anything in this which will make it easier/better to make GUI applications? https://github.com/derkork/openscad-graph-editor kind of has me considering using Godot for creating a drawing program....

I'm working right now on an app in Godot to support a tabletop game. Their UI framework is pretty nice IMO. It really helps that the editor itself is made in Godot, so they have a lot of real usage of their UI system already

Re: Godot 4.6 Release: It's all about your flow

#37
I've loved using Godot more, and it's been very informative as the first big OSS project where I'm closely following the development / proposals / devchat. I don't agree on many of the points by people downthread: I use C# almost exclusively and while it's been awkward (and clearly not a "priority") it's pretty seamless to use once you set up some stuff (though it certainly helps if you keep much of your logic in C# and mostly use Godot as a frontend, crossing the boundary is kinda awkward and slow).

Having said that, I do agree that Godot has a bit of complicated identity: it is at once geared towards being a good first programming experience, and a general purpose replacement for stuff like Unity.

I'd prefer a focus on the second part, there's a huge industry of game-devs right now, and providing them with the stability of a solid, free, transparent engine would be a great service.

Re: Godot 4.6 Release: It's all about your flow

#38

My 13yo son recently discovered Godot and I'm very impressed by how accessible and powerful it all is. He had started gamedev a few years ago with Scratch. Figured out Roblox Studio a fair amount, but it's super quirky, plus he wanted to do 2D games. Tried some other stuff (eg pygame) but that's just super low level, inaccessible, plus you can't properly distribute pygame games for shit. Godot is on a whole nother le…

> because I remembered Godot as "a bunch of C++ libraries for gamedev". Yeah it's never been that, it's always been an editor-driven engine. Started life as a proprietary game engine by a consultancy, then open sourced about a decade ago. Super cool though, learning Godot at 13 is a great opportunity.

Thanks! I bet I've had it confused with something else then.

Re: Godot 4.6 Release: It's all about your flow

#39
Love the workflow focus in this release. 2D animations/hitboxes and terrain creation was tedious enough that I built a tool around it—draw, animate, export to Godot if anyone needs it. It also now become a full game engine!

[1] https://www.youtube.com/watch?v=mBLFv5R8jJI

[2] https://craftmygame.com/

Re: Godot 4.6 Release: It's all about your flow

#40
post #33

They're still quintupling down on their sad Python-lite clone language and toy inbuilt text editor, what a damn shame. Still no way to avoid GC in C#. Godot had real potential, but they continue to insist it is a playground for learning about game development, rather than a tool to release a real game. If a fraction of gdscript and editor manhours had gone into real engine development, it would be better than Unity b…

So use Rust instead, Godot supports bindings via FFI: https://godot-rust.github.io/ I wont claim it works flawlessly, but you don't have to use GDScript or C# to program Godot. You can also use C++, Go, Java, Typescript, Zig, Scala, Kotlin and Swift: https://github.com/Godot-Languages-Support/godot-lang-suppor...

I was able to hack together a toy game with godot-rust several years ago, and it had some rough edges but I was able to integrate Bevy’s ECS with godot’s editor and rendering. I’ve loosely followed its development since then, and the roughest parts seem to have been smoothed out. If it’s important to the dev, they can absolutely use rust
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