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Godot 4.6 Release: It's all about your flow

godotengine.org

41–50 of 135 posts

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

#41

Earlier quoted context omitted.

> 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.

I would bet SDL; it's a C library that a ton of other libraries are influenced by or based on. It's not usually thought of as an engine on its own nowadays

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

#42
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)

What is to note here, this is without export templates, these are ~800MB extra (200 per platform, but it seems like you can download only all at once nowadays).

Engines like Unity and UE include those in the primary download already.

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

#43

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…

Miguel de Icaza of Mono fame has a whole video on how C# was a "multi billion dollar mistake," and is working on a Swift Godot package.

https://www.youtube.com/watch?v=tzt36EGKEZo https://github.com/migueldeicaza/SwiftGodot

(I've had some fun dabbling with Swift Godot but all of the documentation seems to be a bit out of date)

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

#44

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 don't know about the new features, but you could definitely make a drawing program in Godot already. There are a couple really good RPG map-making tools in Godot, and that's basically a drawing app where your brushes are trees and buildings

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

#45

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…

Agreed 100%, C# is obviously a second-class citizen and I'm not going to waste my time with GDScript. It really is a shame because there are so many things to like about Godot, but the litany of issues with C# support due to their focus on GDScript has just soured the whole thing for me. Unity is just not an option as far as I'm concerned due to their bizarre licensing fiasco (and their own mountain of technical issu…

> I'm not going to waste my time with GDScript.

The GDScript hate is so odd.

If you know any scripting language you know GDScript. How much time are you wasting when it takes one afternoon to learn? And nowadays it even has gradual typing support for those that are scared of dynamic types.

I have seen C# devs coming to Godot being super prejudiced against GDScript and then end up using GDScript anyway because it is just more pleasant to use.

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

#46

Earlier quoted context omitted.

Agreed 100%, C# is obviously a second-class citizen and I'm not going to waste my time with GDScript. It really is a shame because there are so many things to like about Godot, but the litany of issues with C# support due to their focus on GDScript has just soured the whole thing for me. Unity is just not an option as far as I'm concerned due to their bizarre licensing fiasco (and their own mountain of technical issu…

> I'm not going to waste my time with GDScript. The GDScript hate is so odd. If you know any scripting language you know GDScript. How much time are you wasting when it takes one afternoon to learn? And nowadays it even has gradual typing support for those that are scared of dynamic types. I have seen C# devs coming to Godot being super prejudiced against GDScript and then end up using GDScript anyway because it is j…

[dead]

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

#47
post #26

Earlier quoted context omitted.

Yes it is a big problem. StS devs cannot write normal C# code, you have to really work around the C# integration to avoid lag spikes. See my other comment GitHub thread. There's also things like this https://github.com/godotengine/godot/issues/86926 and that the underlying types aren't compatible (Godot collections) that make it clear they aren't serious with the C# support. The other huge problem is the terrible ext…

You can make up some 'critical defects' for every tool and engine in the universe. So what game engine is perfect for an 'ambitious developer' to use?

bevy?

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

#48

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…

Agreed 100%, C# is obviously a second-class citizen and I'm not going to waste my time with GDScript. It really is a shame because there are so many things to like about Godot, but the litany of issues with C# support due to their focus on GDScript has just soured the whole thing for me. Unity is just not an option as far as I'm concerned due to their bizarre licensing fiasco (and their own mountain of technical issu…

I'm developing a game in Godot using C# and my experience with it is very good. I guess it depends on how deeply you integrate with Godot. I try as far as its possible to write my game headless. My opinion may change when I have gotten to the point of actually shipping a game though, so this take needs a grain of salt.

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

#50

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....

They made improvements in visualizing margins for Margin containers. A small but very useful enhancement.
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