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The one thing that perplexes me is that there are some annoying warts of Godot that make developing a game in it different than making a game yourself and nobody thinks "hey wouldn't it be easier to make Godot work in this way, than to do everything from scratch?"

The key difference is the code driven development workflow that makes it easy to keep different concerns like visual assets, collision boxes, navigation, etc separate.

If you do this in Godot, the standard editor features become meaningless, because they are optimized for throwaway workflows with extremely tight coupling (e.g. a player character IS a node containing subnodes, rather than the player character being a high level concept, whose nodes merely represent the player character).



I mean, you can do Godot this way - just make your player a scene with Node2D or 3D as the root instead of a PlayerCharacter and have it respond to input




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