• popcar2@programming.dev
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    3 年前

    I’ve been following this proposal around for the past few months, it’s really interesting. Godot could be the de-facto library for complex 3D rendering in any app since it’s really feature-rich and not that huge (I think the runtime is like ~60 megabytes? It could likely be smaller with further optimization and stripping features you don’t need).

    Also I don’t remember who said this but if this goes through it could allow C# web builds by loading Godot is a library.

    Kind of a shame this came as 4.3 is in feature freeze, it would’ve been nice for it to be included in the next update.

    • RonSijm@programming.dev
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      3 年前

      Also I don’t remember who said this but if this goes through it could allow C# web builds by loading Godot is a library.

      Yea, right now Godot with C# doesn’t really work - and they’re saying they’re transcoding it to HTML5 and WebGL 2.0

      so I wonder if with this “LibGodot” you can just transcode LibGodot itself into WASM, and run “native” C#

  • Julian@lemm.ee
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    3 年前

    If I’m understanding this right, this makes it relatively trivial to port to any platform, right? You just have to set up a simple application to create a render surface, and start up the embedded Godot project.

  • taaz@biglemmowski.win
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    3 年前

    This sound good to me.
    As a programmer mainly I know how to work with code, but those skills do not transfer that well to the UIs of a game engine (I still don’t really understand how to effectively separate concerns in godots nodes and scripts) but if I could use godots rendering goodies from code-first environment (like raylib) that would be great.

  • merthyr1831@lemmy.world
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    3 年前

    I’d love to see Godot embeds in flutter. Though I’d also love to use dart for Godot dev but I’m too lazy to help maintain the current very old pubdev package.

    • anlumo@feddit.de
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      3 年前

      I’ve looked into this. For proper integration (e.g. not as a hack with platform views that require a ton of overhead and multiple separate rendering contexts) I’d need access to the native rendering API in Godot, and the engine doesn’t expose it in any way that I could find.