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Yes, but why drag in nodejs instead of just accepting the fact that developers using godot have a compiler handy and making a convenient little tool without req
by techdragon 5y ago
Yes, but why drag in nodejs instead of just accepting the fact that developers using godot have a compiler handy and making a convenient little tool without requiring me to add JavaScript to a project that has in almost all likelihood, zero other need for JavaScript.
The unreal engine equivalent of this would be a few small c++ plugins extending the editor which already provides prompts for necessary rebuilds. I thought godot had a project aware editor, why aren’t you extending that to minimise the amount of work involved? What genuine need is there for a let’s be clear HUGE dependency like NodeJS for this small of a utility?
- chrisdugne 5y agoyou're right, the nodejs dependency in not small; I've picked it because I work with js on my daily basis and found http://yargs.js.org/ http://yargs.js.org/ very handy to create beautiful CLI. Another possibility could be to extract a binary to provide the CLI as an executable instead of the node project with yargs in dev-deps And the other part of the project is are libs, not very well documented as of today, but real shortcuts for gdscript projects: Example the Animate functions based on the tween API; WIP!