3 ms·
GDScript feels really nicely-integrated with the scene hierarchy and memory management. I really feel in love with the reference-counting setup it utilizes.
by danbolt 4y ago
GDScript feels really nicely-integrated with the scene hierarchy and memory management. I really feel in love with the reference-counting setup it utilizes.
- jay_kyburz 4y agoI spent months building a game in Godot only to discover that if you save a reference to a game object in the script, and the object is destroyed, the underlying engine can reuse the handle for a new object, resulting in your script pointing at the wrong object. Its a massive, completely unacceptable bug and it was in the engine for years. I lost all faith the the Godot team and will never go back.
- jan_Inkepa 4y agoFor the curious, this seems to be the issue: https://github.com/godotengine/godot/issues/32383 https://github.com/godotengine/godot/issues/32383 The thread is a bit messy, but it was eventually fixed in 3.4 it seems. It's a serious engine problem, and I can understand getting frustrated/put off by it if you have a bad personal experience (and in general I find deleting nodes in Godot to be surprisingly footgun-ish) but from my PoV it did eventually get solved, so that speaks to something. If not in a timely fashion (but given that I've let bug reports on some of my open source projects, including pull requests, dangle for 5/6 years, I'm inclined to be forgiving ).
- jay_kyburz 4y agoIf that had been the only issue, and they had promptly addressed it, I could have forgiven them. The issue was made worse by solving it in debug builds only meaning your will never know about the issue until you release your game, and you can't reproduce it in debug! WTF There were a lot of other issues that made it clear that the developers were not building the engine so they could ship games, they were building the engine for the engines sake.