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)
Godot 4.6 Release: It's all about your flow
31–40 of 135 posts
Re: Godot 4.6 Release: It's all about your flow
#32My 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…
Re: Godot 4.6 Release: It's all about your flow
#33They'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…
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
#34Is 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....
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
#35My 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…
Re: Godot 4.6 Release: It's all about your flow
#36Is 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....
Re: Godot 4.6 Release: It's all about your flow
#37Having 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
#38My 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.
Re: Godot 4.6 Release: It's all about your flow
#39Re: Godot 4.6 Release: It's all about your flow
#40They'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...