Godot 4.0 Released
51–60 of 80 posts
Re: Godot 4.0 Released
#52If I were putting together a small-ish team with 1-3 people today, I'd be more likely to consider jumping onto Godot vs Unity. Godot is closing the gap.
Re: Godot 4.0 Released
#53Been 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#.
They did...
Re: Godot 4.0 Released
#54Looking good. Hoping in a couple of years it will be a no-brainer to use instead of Unity.
To me, as a hobbyist, it already is a no-brainer.
Re: Godot 4.0 Released
#55Any experiences with Godot + M1 macOS?
After sorting out a couple minor snags in the build process (particularly around getting cross-compilation to work on Linux in GitHub Actions, and library validation entitlements for code signing), the finished builds work wonderfully on the M1 machines we've tested with.
Re: Godot 4.0 Released
#56Been 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…
Re: Godot 4.0 Released
#57Been 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#.
Their motivations in creating GDScript are explained here: https://docs.godotengine.org/en/stable/about/faq.html#what-w...
As a programming language it's pretty reasonable. The built-in editor has auto completion and documentation, you can resume from errors. The syntax is basically Python with optional type annotations. Comparing the Godot vs C# examples in the documentation makes me shudder at how much more verbose C# is in comparison.
As others have pointed out you can use C# if you want to. They provide a separate download for it.
Re: Godot 4.0 Released
#58Earlier 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?
I doubt that I'll have rich tooling and libraries to draw from when I need them.
If I build a game in C#, for instance, I have editors that can lint my code, perform intellisense, automate test generation, and a rich set of libraries I can draw from. If I don't want to write my own Hierarchical Task Network planner, I can use FluidHTN. Likewise, I can pull out my code from my project and modularize it for other engines/games -- maybe I've got a great state machine implementation or something I want to share. GDScript limits my reach.
The knowledge is also not particularly useful outside of working with Godot. Picking up C# from working with Unity, for example, translates to other domains easily if I want to change careers.
I also can't write my backends and supporting services in GDScript. If I wanted to , I could make my entire codebase in C# for both front end and back end code, simplifying my tooling and knowledge needs.
I don't want to be too down on it. I'm sure there are ways that it would save time. My use cases are much more about setting a high bar for ergonomics and engineering excellence for larger projects. I think that in my case, they've provided the Extensions and C# support route. (Though it sounds like getting those to work on all platforms is non-trivial today.)
Re: Godot 4.0 Released
#59Earlier quoted context omitted.
To me, as a hobbyist, it already is a no-brainer.
I'm sure it's great for a lot of things. I've just been using Unity for a super long time and it still has a lot more "batteries included" features. But I'm jealous AF about realtime global illumination.
Does Unity not have this? I thought Unity was much more advanced in graphics than Godot, even accounting for the 4.0 release.
Re: Godot 4.0 Released
#60Earlier quoted context omitted.
Do you have any specific criticisms of GDScript you'd like to share?
I don't doubt that I can learn it. Learning a language is pretty easy. I doubt that I'll have rich tooling and libraries to draw from when I need them. If I build a game in C#, for instance, I have editors that can lint my code, perform intellisense, automate test generation, and a rich set of libraries I can draw from. If I don't want to write my own Hierarchical Task Network planner, I can use FluidHTN. Likewise, I…
I mean technically you can. Godot has a headless mode for servers, etc. I certainly wouldn't pick it as my first choice for all the other reasons you listed though.