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Godot 4.0 Released

godotengine.org

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Re: Godot 4.0 Released

#71

Earlier quoted context omitted.

Does it share widgets with blender or is this another graphics app reinventing the wheel?

How does sharing or not sharing widgets with blender make this “another graphics app reinventing the wheel”? Godot is a game engine, not [just] a graphics app. But yes, Godot 4 directly translates interfaces with .blend files.

Wow that's pretty awesome. I think Unreal (and Unity) only support FBX files, good to know Godot has first-class Blender file support.

Re: Godot 4.0 Released

#72
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#.

I'm a heavy-duty C++ programmer professionally, but I find GDScript really nice to work with. It's very well natively supported in the Godot editor, and it inherits the syntactic simplicity of Python that makes it very easy to write small programs in it without having to think much about the details of the language.

Re: Godot 4.0 Released

#73

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.

I've been working exclusively with 4.0, but most of tutorials built for 3.5 are pretty easy to carry over. I like HeartBeast's videos, as well as Brando's.

[1] https://www.youtube.com/channel/UCrHQNOyU1q6BFEfkNq2CYMA [2] https://www.youtube.com/@BrannoDev

Re: Godot 4.0 Released

#74

Why isn’t c++ a first class citizen in a game engine written in c++?

It has at the same level as Unreal, via extensions.

Turns out most people doing the actual scripting don't use C or C++, rather tooling designed for game designers, level editors, scripting developers,....

Professional studios rarelly do everything in C++ for the last 20 years.

Re: Godot 4.0 Released

#75

Earlier quoted context omitted.

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).

An important point: rust bindings for GDExtension are community lead, and not officially supported by the Godot team.

Re: Godot 4.0 Released

#76

Earlier quoted context omitted.

> dogfooding of implementing the UI with the engine itself It's been pretty common in the past for every pro graphics app to build its own x-platform GUI widgets library. Was hoping this could come to an end, as it is a waste of time.

Blender is licensed under GPL, which makes it incompatible with most commercial game development.

Blender license does not impact the product created with it. It’s like a compiler. Or a pencil.

Re: Godot 4.0 Released

#77
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…

Does it share widgets with blender or is this another graphics app reinventing the wheel?

No, it's custom UI. Blender is GPL, not sure how you would like to use it's code in MIT game engine project.

Re: Godot 4.0 Released

#78

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…

And that's the exact joke I expected to find when I clicked on this post :)

Anyhoo, kudos to the team for shipping. Building a generic game engine for the global audience is a massive undertaking.

Re: Godot 4.0 Released

#79

Earlier 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've no horse in this race, but want to point out that a lot of the criticism here seems to be from folks who haven't actually worked with GDScript, whether in a production, or even at all.
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