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Most people are missing the big point I think which is their point 2

> Even though the visual scripting part was good enough, Godot lacked high level components to make use of it. Engines like Unreal, Game Maker or Construct offer high level game features packaged together with the visual scripting solution. This is what makes it useful. Godot is an extremely general purpose game engine where it's easy to make those features yourself, but they don't come packaged out of the box. As such, visual scripting by itself was of little use.

This is it. what makes unreal blueprints great is that it's mostly just engine API calls. This is pleasant to do and generally helps you learn the engine in a discoverable way. Want to walk around? Character movement component. Want to play with audio? Audio component. etc. etc.

My current project is about 90/10 bp/cpp. It's not right to think of it as no code. You're going to need to think an awful lot about class inheritance, interfaces, event replication, etc. It's very much code and the swarms of noobies that want to try it without understanding code fundamentals all give up pretty quick.



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