Some Godot 4 preliminary work #200
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Yeah, indeed, it's a lot of work. If Goost doesn't get enough contributors to do this, then something tells me that the project may be broken down into GDExtensions... See #135. It is still a lot of work though, but with extensions, there's a possibility that some features may be implemented individually without having to update the entire Goost. At the same time, if you look at the first commit of this repository, I wanted to consolidate the work to act as a natural extension for Godot, since most features that you see here were rejected by Godot leadership, but needed by community. As for myself, as I said, I don't use Godot anymore, but the work is not wasted. In either case, Goost is a decent source of features to build upon, in whatever shape or form (not necessarily for Godot). A lot of features that you see in Goost were done to:
Due to above, I'm currently using LÖVE with its LuaJIT which allows to use C data structures directly and use external C libraries without even having to recompile anything, something which is not possible with Godot. The API is more intricate, but its proportionate to a variety of possibilities. Note that I don't use LÖVE for production though, only for visualization/experimentation/prototyping. I also tried Beef, it became more mature over the years. As Godot is planning to remove extra modules and even core functionality to GDExtensions (you can already see signs of this, such as removed Godot will likely remove features for similar reasons that they allegedly cannot "maintain" them, despite having "thousands of contributors". Perhaps you can extrapolate where this is going: the "new" Unity, but not quite. 😉 Update: Eventually, I switched to Unity. Objectively, the API of Unity is way more complete than Godot's one. I still occasionally use other game engines and frameworks for prototyping purposes. |
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Is there some roadmap or plan for Godot4 or is that currently paused/abandonned dur to GDExtensions ? |
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I was curious how difficult it would be to migrate the code to work with Godot 4, so I worked on it for a few days and am not finding it entirely trivial so I'm not going to continue working on it. I pushed my work to the gd4-dev branch of my fork, I've added relevant upstream godot commit hashes in my commit messages. Further progress would be to continue compiling and seeing what errors come up and fixing them. Admittedly there's likely something I'm doing wrong because some issues I'm running into are from commits that are 2 years old; I probably flipped some incorrect flags when fixing up the build scripts.
Here is the full list of commits/PRs I found relevant while working which I've also linked them in my commit messages:
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