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I am really looking forward to Godot 4. GDScript improved a lot. I'm mostly excited about callables (function pointers), easier signal handling in combination
by zubspace 4y ago
I am really looking forward to Godot 4. GDScript improved a lot.
I'm mostly excited about callables (function pointers), easier signal handling in combination with await (former yields) and an improved tweening system. The scripting environment inside of the editor with inbuilt documentation, code completion and debugger is really an achievement.
The only thing I miss are static typing and refactoring tools. You can use type hints, but you need to fall back to dynamic typing at some places for example because there are no generic collections.
Therefore I'm quite excited about the dotnet6 branch being merged into main a few days ago [1]. This is a huge step and will probably make some unity developers consider Godot for their next game.
Also there's GDExtension, the successor of GDNative, which will make it easier to integrate C++ code [2].
I could never imagine myself using Visual Scripting, because you can express yourself so much easier in Code.
[1] https://github.com/godotengine/godot/pull/64089 https://github.com/godotengine/godot/pull/64089
[2]
https://godotengine.org/article/introducing-gd-extensions https://godotengine.org/article/introducing-gd-extensions
- JamesBaxter 4y agoTrying to get my Godot project to a stable enough place that I can try early dotnet6 builds. It’s been quite fun abstracting as much game logic as possible into testable class libraries so I’m hoping it won’t be a bad migration for me. Really looking forward to seeing if dependency injection will be easier
- runevault 4y agoIs dotnet 6 support slated to release with godot 4 or will it be a post-initial release timeframe? Last I heard it wasn't ready yet but I have not been looking too closely. Having latest dotnet would get me interested in trying godot again over downloading Unity onto my new laptop when I get back to gamedev.
- JamesBaxter 4y agoIt’s been merged into master [0] I think that means it’s coming with 4. One of my minor concerns is that exporting to iOS/Android might not be coming straight away but I’ll have to play with it to find out! [0] https://github.com/godotengine/godot/pull/64089 https://github.com/godotengine/godot/pull/64089
- runevault 4y agoI'd be starting a new game from scratch since my last few game dev forays have been Unity so not having mobile support at launch is a non-factor for me (and mind you I dunno how crazy making cross compat games between PC and mobile even is so I may not care for a good while). Appreciate pointing to it being pulled into master though, increases my likelyhood of trying Godot again as I've been working in dotnet 6 more and more on personal stuff of late!
- weinzierl 4y ago> The only thing I miss are static typing and refactoring tools. ... and a way to measure coverage of GdScript code.
- aaronfranke 4y ago> because there are no generic collections. Not true, in Godot 4 you can do `Array[Node]` to have a typed array of nodes, replace Node with your type of choice.
- zubspace 4y agoWow, I completely missed that one! [1] Thanks for pointing that out. You just improved my life :) [1] https://godotengine.org/article/gdscript-progress-report-feature-complete-40 https://godotengine.org/article/gdscript-progress-report-fea...