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For context, i don't suspect Godot has too much of what i'm focusing on built in. Versioning of my assets, build pipelines for asset source to optimize it or ge
by lijogdfljk 4y ago
For context, i don't suspect Godot has too much of what i'm focusing on built in. Versioning of my assets, build pipelines for asset source to optimize it or generate variations of it (2D images, renders, etc), generate configuration of available assets for use in game, etc.
Though i am purposefully using Rust, so even if Godot did it's a bit more awkward. There are Rust libs for Godot, though i'm not entirely sold on the libs quite yet.
My basic thought process is never do anything more than once for the creative work. If i can't find a way to keep overhead obscenely low then long term i will drown in one-offs.
I think the same way with game code. A heavy emphasis on testing, integration testing, etc. I don't have the time to Q&A for all possible regressions, so i have to ensure i do everything i can to make the engine very testable.
Minimizing repeat work is my goal with everything. Also insanely stable builds, i suppose. Ie i don't want a change in an asset to break historic builds or source. My source is tied to the assets at that time. etcetc
edit: And to be clear, i'm not writing a game engine myself. I'm using Bevy atm.