Sounds a lot like Unity to me.
The anatomy of a Godot API call
71–80 of 195 posts
Re: The anatomy of a Godot API call
#72>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.
EDIT: It was in May.
Re: The anatomy of a Godot API call
#73If 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
Re: The anatomy of a Godot API call
#74> 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.
Re: The anatomy of a Godot API call
#75Curious 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…
https://www.reddit.com/r/rust_gamedev/comments/13wteyb/is_be...
Re: The anatomy of a Godot API call
#76Response 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
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
#77Earlier 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
Re: The anatomy of a Godot API call
#78I 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.
Re: The anatomy of a Godot API call
#79I 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 :)
Re: The anatomy of a Godot API call
#80I 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.
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.