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Godot 4.6 Release: It's all about your flow

godotengine.org

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

#91

Earlier quoted context omitted.

> My son had tried Unity first, but the C# compile cycle was so slow that he kept getting out of the flow. I'd like to know more about this. Were you comparing similar sized projects? I've only done very small projects in Unity and the cycle was near instant. Loading up some of their 3gig+ samples, there was an initial build that took 40+ mins but that's because it had 3gig of assets to process.

My entire experience with Unity is "my kid said it took long to run the game he was trying to make". Sorry that I can't be more helpful. He might've been unreasonably impatient, I never looked over his shoulder when he was trying out Unity. All I know is that he says he likes Godot way more, in no small part because it's "faster" (and I'm pretty sure he doesn't mean engine performance when he says "faster").

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

#92
post #62

Earlier quoted context omitted.

As a current C# web developer I think C# is amazing. I know multiple other languages (Java, JS, Python and others) fairly well and none of them measure up to modern C# in my opinion. Visual studio is trash though.

Garbage collection hiccups are probably meaningless on a web platform. As far as real-time processing goes, one of the most significant figures in the history of C# thinks it's a bad fit. If you disagree with him, respond to the video, I guess.

[dead]

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

#93
post #63

Earlier quoted context omitted.

Why?

Without agreeing (or disagreeing) with their larger point, dynamic types become more of liability as a project gets larger Like "schemaless" database applications, there's always types/schema somewhere: the choice is if they'll be explicitly defined at the place of construction, or implicitly spread out across all the places data happens to flow in your application. And the more places there are, the more spread out…

> dynamic types become more of liability as a project gets larger

Why?

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

#94

Earlier quoted context omitted.

Without agreeing (or disagreeing) with their larger point, dynamic types become more of liability as a project gets larger Like "schemaless" database applications, there's always types/schema somewhere: the choice is if they'll be explicitly defined at the place of construction, or implicitly spread out across all the places data happens to flow in your application. And the more places there are, the more spread out…

The other side of the argument is that dynamic typing is great for prototyping and can allow for more compact code. The discussion is exhausting because many people don't understand the difference between weak typing and dynamic typing. You basically never want weak typing but dynamic typing has legit uses. Yes JS is both weakly and dynamically typed and that sucks but Common Lisp shows you can have very strong typin…

Exactly which part of my comment seems dogmatic?

You literally start your comment by reaffirming my point (prototyping, like when you tend to have a smaller code base?)

Feels like you replied to a comment you imagined based on past interactions, not anything I actually wrote.

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

#95
post #93

Earlier quoted context omitted.

Without agreeing (or disagreeing) with their larger point, dynamic types become more of liability as a project gets larger Like "schemaless" database applications, there's always types/schema somewhere: the choice is if they'll be explicitly defined at the place of construction, or implicitly spread out across all the places data happens to flow in your application. And the more places there are, the more spread out…

> dynamic types become more of liability as a project gets larger Why?

> there's always types/schema somewhere: the choice is if they'll be explicitly defined at the place of construction, or implicitly spread out across all the places data happens to flow in your application.

> And the more places there are, the more spread out they'll be.

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

#96
post #63

Earlier quoted context omitted.

Why?

Without agreeing (or disagreeing) with their larger point, dynamic types become more of liability as a project gets larger Like "schemaless" database applications, there's always types/schema somewhere: the choice is if they'll be explicitly defined at the place of construction, or implicitly spread out across all the places data happens to flow in your application. And the more places there are, the more spread out…

[deleted]

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

#97

Earlier quoted context omitted.

The other side of the argument is that dynamic typing is great for prototyping and can allow for more compact code. The discussion is exhausting because many people don't understand the difference between weak typing and dynamic typing. You basically never want weak typing but dynamic typing has legit uses. Yes JS is both weakly and dynamically typed and that sucks but Common Lisp shows you can have very strong typin…

Exactly which part of my comment seems dogmatic? You literally start your comment by reaffirming my point (prototyping, like when you tend to have a smaller code base?) Feels like you replied to a comment you imagined based on past interactions, not anything I actually wrote.

> Exactly which part of my comment seems dogmatic

I never said that any part of your comment is dogmatic. This is not private conversation where I am talking to you directly.

I wrote

> People that are dogmatic about static typing show their immaturity

Referring to the people like eatsyourtacos who started this discussion.

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

#98
post #86
post #59

Does anybody have tips for running Godot on KDE Plasma + Wayland? I tried 4.0 and an earlier 3.x release from the store but both hung shortly after startup. Maybe need some Wayland argument, will check.

Never had any issues, using the Godots (sic) version manager from Flathub, and custom built versions from git. Something’s wrong on your end

Yeah, passing argument "--display-driver wayland" fixed the issue for me.

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

#99
post #52

I really want to experiment with Godot but Unreal keeps giving me free assets....

https://kenney.nl/assets has a LOT of public domain assets for use if you just want to experiment with the engine. https://itch.io also has a lot of free assets as well.

These are not comparable to the UE assets at all

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

#100
post #93

Earlier quoted context omitted.

> dynamic types become more of liability as a project gets larger Why?

> there's always types/schema somewhere: the choice is if they'll be explicitly defined at the place of construction, or implicitly spread out across all the places data happens to flow in your application. > And the more places there are, the more spread out they'll be.

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