3 ms·
I've built 5 small browser-based game-jammy games (e.g. nothing that took me more than ~2 weeks) in Godot 3.5 this year[1] and have largely enjoyed the experien
by eieio 3y ago
I've built 5 small browser-based game-jammy games (e.g. nothing that took me more than ~2 weeks) in Godot 3.5 this year[1] and have largely enjoyed the experience - I'll echo other folks and say that you might just be happy using Godot 3.5 until Godot 4 has functional web exports.
Godot 4 _does_ come with some language improvements that I'm excited about, particularly around better typing support and fewer places where you need magic strings (e.g. you can refer to signals by name!) - I suppose if that's a big sticking point for you (totally reasonable!) then waiting might just be better.
I will say that at times I've been frustrated by the Godot 4 team's perspective that the MacOS breakage is a Chrome bug and not a regression in Godot[2]. It's really a question of semantics and prioritization more than anything but it's hard for me to not see the behavior as a regression when a feature that I rely on in Godot 3 is broken in Godot 4.
That said I'm very grateful for all the work that's gone into Godot 4 (and prior versions) and I'm very excited for the day that I get to use it!
[1] They're all over at https://eieio.games/ https://eieio.games/ if you're curious!
[2] https://github.com/godotengine/godot/issues/70691 https://github.com/godotengine/godot/issues/70691