26 pointsby makepanic8 hours ago4 comments
  • brooke2k7 hours ago
    wow, this release looks really cool! this part especially:

    > With the new LibGodot, you can now embed the engine directly into your own applications. Instead of running Godot as a separate executable, you can control startup, manage the engine loop, and integrate it seamlessly into custom workflows.

    it might seem like a small thing but the IoC setup of Godot makes it really annoying to build certain game infrastructure (specifically in my case, automated testing) because everything is beholden to the main engine loop, to the node tree getting mounted, etc. being able to take control of that and have the engine run under your own terms is super cool.

    that being said, I'll probably wait for a couple versions before trying it out on my game since I'm sure it's not exactly battle-tested yet

  • roflcopter694 hours ago
    I'm pretty excited about libgodot! Let's see what use cases people can come up with for it.
  • jokoon7 hours ago
    I am curious to see how much the editor have been increasing in executable size after each version
  • eudamoniac2 hours ago
    They're still quintupling down on their sad Python-lite clone language and toy inbuilt text editor, what a damn shame. Still no way to avoid GC in C#. Godot had real potential, but they continue to insist it is a playground for learning about game development, rather than a tool to release a real game. If a fraction of gdscript and editor manhours had gone into real engine development, it would be better than Unity by now.