Godot 4 Development Updates -- Multi Windows, iOS C# support and more!

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We are all "waiting for Godot"(tm) 4.0 and we are getting new details of features in development. That includes an awesome new multiple window editor support, iOS support in C# (3.2.2 feature too hopefully), a new Sky shader, C# event support and more!

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3:46 Under Editor Settings: Interface> Editor> Hide Console Window

JumpAndRunFun
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I'm sure you've covered this in a video elsewhere, but after the multi-screen display discussion I figured I'd share it for anyone else interested.

You can easily open your Godot project in your IDE of choice (VSCode for me, which has an excellent Godot extension available) and edit the code there, jump back to Godot and play without any sort of reloading required.
You can have a full code window on one desktop and Godot engine in the other. For me the main bonus was the great git diff visualisation that VSCode provides, was really missing that feature in the Godot script editor.

_mickmccarthy
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I absolutely love Godot. Been using it for so many projects lately.

Vavagutt
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When I first downloaded Godot 4.0 for testing purposes, it was so broken that materials didn't work at all and I had to wait a couple of days for a better nightly build. But next time materials worked fine and, oh boy, so many options are now available. They added texture filtering options and cleaned up transparency mode since it's a mess in current Godot. I don't see rendering in wireframe mode but they might add it which would be glorious.

gnolex
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While Godot has many strengths, I am really glad you touched on the reality of how difficult it is to learn Godot with the constant breaking changes.

timetorelaxfocus
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what about vulkan? I thought it was going to be in 4!

AloanMoreira
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Godot is nice and all, but these changes and renaming of nodes, etc. is why I am starting to prefer game development tools that have been long established. It gives them a chance to get past all of the things that could possibly break code like renaming nodes, routine changes, etc. I never had such problems when using the game programming language like BlitzBasic long ago.

HE
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Since Godot editor itself is a godot game, does this mean we can create multi window local multiplayer games (without using split screens) ?

ranjithrans
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I started using Godot yesterday and now i got really excited

galnart
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will the Construct 2 Style Event Sheet be included too?

BlackJaguarGX
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Checking out the nightly build at the end of July 2020 from the hugo link and I'm really pleased with the stability. 4.0 is really coming along. These kinds of breaking moves can be painful, but I like the way godot is going about this. Love the liberal license on godot and every feature coming to the engine to me represents a gift to the world of creative application development.

jojo-lprd
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Wait I don't have that option before to move the windows werever you want?

watercat
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Godot keeps rocking even if I was a millionaire with a big game studio even then I will choose godot

classicguy
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Windows sponsoring the work to make C# work on iOS makes a lot of sense for them. The language was developed by them to gain influence over software development. Apple obviously doesn't want Microsoft messing with how programs for their os are written, so they try their best to block those attempts. At least that's what I infer from what I stumbled across so far. Didn't actually research it, so correct me if I'm wrong.

Kenionatus
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I wish they'd separate out the debug tab from output

JimsRobot
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When is 4.0 coming out? Feels like it's 5 years away....

Edel
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Big thumbs on up the renames, aside from breaking existing code, but having experienced the naming oddities myself I am actually excited about that, I love standards/consistency

deadfyregames
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Unless you mentioned it in a previous video, you left out what is widely considered one of the biggest updates in Godot 4.0: Wayland support! Otherwise, nice update

sonickk
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Another cool thing that will hopefully be available with 3.2.2 is 2D Batch Rendering, which makes sprite/tilemap-heavy 2D games so much more efficient and faster.


Also the toggle console option was available as prior to 3.1 if I remember.

AniMesuro
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A very temporary and hacky way to solve the class/method/variable name changes would be a "#define OldName NewName' for all changes so at least your code will still work and you can make the changes as needed until you feel comfortable removing the defines. For anyone porting from 3.0 until it becomes normal. I think it is a good decision now before Godot gains even more traction.

jeffbarrett