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The anatomy of a Godot API call

sampruden.github.io

71–80 of 195 posts

Re: The anatomy of a Godot API call

#72
post #63

>Unity has spent the last five years working on speeding up their scripting with crazy projects such as building two custom compilers, SIMD maths libraries, custom collections and allocators, and of course the giant (and very much unfinished) ECS project. It’s been their CTO’s primary focus since 2018. That would be Joachim Ante, who is no longer CTO. He's "on sabbatical" and hasn't contributed any posts to the forum…

> the entire leadership of the ECS/DOTS team has resigned Recently because of the drama or unrelated? That’s sad to hear as I was very excited on that effort.

I don't think it was due to the recent drama. (Although who knows, maybe they knew what was coming.) Mike Acton and Andreas Fredriksson left back in March 2023 I think. They posted to twitter.

EDIT: It was in May.

Re: The anatomy of a Godot API call

#73

If Godot has a first-class C# support then why `Godot.Collections.Dictionary` exists when there is already `System.Collections.Generic.Dictionary`? https://learn.unity.com/tutorial/lists-and-dictionaries

Bridging collection types between languages is never easy. Apple only manage it because they control the compiler and runtime on both sides, and that still comes with performance pitfalls. Allowing both to exist and telling people when to use one or the other is not only easier to implement, it has more predictable performance and gives the user more control.

Re: The anatomy of a Godot API call

#74
post #24

> That’s right, our raycast is returning an untyped dictionary. This is probably the biggest red flag for me, why would you use an untyped dictionary for something as essential and commonly used as a raycast result?

Presumably because GDScript doesn't support structs.

It does support classes with strongly typed fields, though, which are the next best thing. It's just a poorly designed API, it's not a reflection of language limitations.

Re: The anatomy of a Godot API call

#75

Curious if anyone here has tried Bevy (Rust game engine). Godot has a beautiful editor and great tooling for a free engine ... but I worry about the choice of C# and GDScript as the expected way for devs to interact with the project (what if performance is a concern or you need to develop some low-level features). Another post in this thread said the C++/native interface was not great and difficult to work with. And…

Bevy came up on /r/rust_gamedev a little while back. The general sentiment seemed fairly negative, with comments that you either do things Bevy's way or the highway.

https://www.reddit.com/r/rust_gamedev/comments/13wteyb/is_be...

Re: The anatomy of a Godot API call

#76

Response to the article from godot dev: https://reddit.com/r/godot/comments/16lti15/godot_is_not_the... TL;DR is that they know this & working on it

I might throw in a bit of gossip here - many who were following the development of GD 4 last year (myself included as I was using it :) ) thought it was kind of rushed out in time for GDC 2023 in March. And immediately after GDC, Godot 4.1 followed (and now rc's for 4.2), with lots of fixes.

So on the one hand, yeah, 4.0 lacks polish, and I certainly have felt some strong feelings working with GDExtension... but I also believe there was a reason for that, and I believe the team when they say they're working on improvements now

Re: The anatomy of a Godot API call

#77
post #32

Earlier quoted context omitted.

You clearly weren't on reddit. Everyone there will urge you to switch to Godot even though your game is almost finished and Godot doesn't have feature parity. It reminds me of the linux debate: - A: I hate Windows telemetry - B: Then switch to linux. It's as good - A: But it doesn't have a good video editor. - B: You should develop your own video editor and share it with the community - A: Ughh... I just want to edit…

> You should develop your own video editor and share it with the community Seems like a fun weekend project

We think that a significant advance can be made in one or more of these problems if a carefully selected group of scientists work on it together for a summer

Re: The anatomy of a Godot API call

#78

I know Godot team is very committed to GDScript, but I find it hard to see it as anything but a toy scripting language. Seems like it would be a real mess with a big, complicated project. Godot w/ C# however is very nice and gives you a lot of flexibility with your architecture and code.

They're commited to GDScript because it's a great scripting language. I started with Godot expecting to switch to C# pretty fast because I'm already familiar with C#, but I was pleasantly surprised with GDSCript. And I'm a programmer with more than 10 years of experience. For people who are still learning it must feel like the difference between trying to learn to ride a bycicle vs learning to fly a boeing 777.

Re: The anatomy of a Godot API call

#79

I know Godot team is very committed to GDScript, but I find it hard to see it as anything but a toy scripting language. Seems like it would be a real mess with a big, complicated project. Godot w/ C# however is very nice and gives you a lot of flexibility with your architecture and code.

They should remember that even Unity had to deprecate the Boo language to go forward :)

Both Boo language and UnityScript were deprecated (the later was oftenly mislabeled as JavaScript, creating quite a confusion between newbies)

Re: The anatomy of a Godot API call

#80

I know Godot team is very committed to GDScript, but I find it hard to see it as anything but a toy scripting language. Seems like it would be a real mess with a big, complicated project. Godot w/ C# however is very nice and gives you a lot of flexibility with your architecture and code.

> but I find it hard to see it as anything but a toy scripting language. Seems like it would be a real mess with a big,

We are talking about GDScript not JavaScript.... Oh wait, the parallels are remarkable

Simple language designed to be easy to learn: Check

Turns large codebases into a tangled lovecraftian mess of spaghetti code: Check

Likely to be someone's first introduction to programming languages: Check

Honestly reading the criticisms of GDScript so far is convincing me more and more that Godot is quickly going to become the next big thing, especially if the developers can figure out how to get people to use it for thier first programming project. After all most people I know who got into development started because they wanted to make their own video game.

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