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Godot 4.0 Released

godotengine.org

41–50 of 80 posts

Re: Godot 4.0 Released

#41
post #30

Earlier quoted context omitted.

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.

From my experience it's a lot easier to learn another language than to learn a new model of operation or new concepts entirely. And if you'll want to work with Godot, that will likely be the main barrier, and the main thing that will not be transferable to other contexts. The language however, can only make working with the concepts easier or harder. Godot team has decided that having their own language designed for dealing with the concepts of the engine makes it easier to use and results in less work than trying to adapt some existing language to the concepts of the engine. I've dealt with this a couple times, where a language was transformed so much by the context it was used in, it felt like an entirely different language.

Re: Godot 4.0 Released

#42
post #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#.

Well nobody forces you to use it. You can mix it with other languages, even more so in Godot 4 where languages can be GDExtensions. You can write one script in GDScript and another in C# if you want.

I personally like to use it. It's not perfect but it's a language that's tailored for the task it's doing, namely driving the high level logic of a game engine.

And most importantly it's beginner friendly, so it's pretty nice for people who want to get into programming.

Re: Godot 4.0 Released

#44

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…

What do you mean about Rust? I don't see any special Rust support other than GDExtensions which can be utilized by almost any language.

Re: Godot 4.0 Released

#45

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…

What do you mean about Rust? I don't see any special Rust support other than GDExtensions which can be utilized by almost any language.

Yeah it is via GDExtension, note most languages do need to build some level of interface to take advantage of it. Rust already has one though I dunno just how clean the 4.0 version is yet (last looked months ago when they openly said it was a work in progress).

Re: Godot 4.0 Released

#46

see also https://news.ycombinator.com/item?id=34982889

Last time I checked godot did not support web assembly yet. EDIT: it does now. WIll take another look. https://docs.godotengine.org/en/stable-3.3/web/fundam ...

Note you can't use the c# support for web currently, though I believe they are working on that, I wanna say for 4.1. Same for mobile.

Re: Godot 4.0 Released

#47
post #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#.

Can you elaborate? I’ve mentioned this in another comment, but I think it’s well suited to the engine’s model.

Re: Godot 4.0 Released

#48
Does anyone recommend a good resource for diving into Godot 4.0 as a complete beginner?

I'm talking introductory materials and an overview of the bigger ideas, not (yet) the nuanced details.

Re: Godot 4.0 Released

#49

Does anyone recommend a good resource for diving into Godot 4.0 as a complete beginner? I'm talking introductory materials and an overview of the bigger ideas, not (yet) the nuanced details.

If you just want the basics they have a tutorial on site[0], this covers 2d and 3d. The 4.0 Tutorial scene is still pretty barren on youtube, and some of the existing ones may be invalid because of changes that happened over the alphas and betas.

GDQuest is working on updating his content to 4.0 but even with the half off discount that stuff may be a bit pricey if you aren't sure you want to dive into the Godot world (his full compilation of Tutorials was like $379 before discount and individual ones are like $150 before discount).

[0] https://docs.godotengine.org/en/stable/

Re: Godot 4.0 Released

#50

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

Probably helps that the core devs are in Argentina IIRC. They don't need to pay themselves as much as developers in the states or western Europe (though hopefully their compensation is still more than adequate).

https://www.numbeo.com/cost-of-living/country_result.jsp?cou...

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