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Developing Godot Projects with Neovim

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Re: Developing Godot Projects with Neovim

#3
post #2

Godot has a lot going for it. Standing in its way was the wide adoption of Unity. I feel that the merger with ironSource maybe removed that hurdle.

Being part of "the German Godot Discord" Server and skimming through the Godot subreddit from time to time. Yes, yes it helped. Several people are asking for advice on how to make the switch.

Re: Developing Godot Projects with Neovim

#4
post #2

Godot has a lot going for it. Standing in its way was the wide adoption of Unity. I feel that the merger with ironSource maybe removed that hurdle.

It's a cliché at this point, but 4.0 (or more realistically, 4.1/4.2) would be the milestone that would result in professional adoption of Godot. 3D is still at indie-level now, and requires a lot of workarounds and hacks for some advanced stuff.

Re: Developing Godot Projects with Neovim

#5
The godot language server also seems really nice. You just add something like: lspconfig.gdscript.setup({}) to your init.lua (or equivalent in init.vim), then it works with the normal neovim autocomplete. More significantly, it means you can get the really great godot docs in a floaty window bubble without any context-switching.

Re: Developing Godot Projects with Neovim

#6
post #2

Godot has a lot going for it. Standing in its way was the wide adoption of Unity. I feel that the merger with ironSource maybe removed that hurdle.

Not sure why you have been downvoted as I have seen a lot of that sentiment on twitter and youtube already.

I do not believe that this ironSource thing or the comments from the CEO will cause a real downfall of Unity but I do believe that VR is the area where Godot has the chance to sidestep the huge lead of Unity and shine as a real competitor.

Because the technology is still changing very rapidly and no one has too big a lead on others (especially with standalone headsets).

Godot even had support for Oculus hand tracking in late 2019 when it was not officially released for Unity and Unreal.

At the moment everyone manufacturer is building for Unity first and everything else second (if at all), but when OpenXR finally has established itself that will be a lot less of a factor

Re: Developing Godot Projects with Neovim

#7
post #2

Godot has a lot going for it. Standing in its way was the wide adoption of Unity. I feel that the merger with ironSource maybe removed that hurdle.

What I'd see as a more of an obstacle is the lack of an asset store. Unity asset store has tons of stuff in it for very cheap and it's integrated straight into unity

Re: Developing Godot Projects with Neovim

#8
post #2

Godot has a lot going for it. Standing in its way was the wide adoption of Unity. I feel that the merger with ironSource maybe removed that hurdle.

It's a cliché at this point, but 4.0 (or more realistically, 4.1/4.2) would be the milestone that would result in professional adoption of Godot. 3D is still at indie-level now, and requires a lot of workarounds and hacks for some advanced stuff.

There is lots of truth behind the cliche. I've been trying out it's features the whole time alpha version's been out, and it's on a different level both in terms of usability and performance. Keeping in mind of course that alphas can be quite unstable and require you to untangle yourself every now and then. I'd advise most to wait atleast until beta

Re: Developing Godot Projects with Neovim

#9
post #5

The godot language server also seems really nice. You just add something like: lspconfig.gdscript.setup({}) to your init.lua (or equivalent in init.vim), then it works with the normal neovim autocomplete. More significantly, it means you can get the really great godot docs in a floaty window bubble without any context-switching.

How much worse is support for c# than for GDScript? We want to move away from unity and the whole team is already fluent in c#.

Re: Developing Godot Projects with Neovim

#10
For more Godot goodness I recommend, Martin Donald, a technical artist whom has a great mini-series of re-creating various game effects using Godot:

- https://www.youtube.com/c/MartinDonald/videos

It makes a huge change from the tsunami of "I made pong for breakfast" level of material on youtube.

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