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2022-02-06


Exploring Godot


I continued working through the Godot user docs today - so far everything seems pretty straightforward, although I could certainly see how this would be overwhelming with no prior development experience. I think the only thing that I don't like about the Godot system is the built-in editor, so I'm thinking I'll spend some time configuring VSCode (I mentioned this the other day, too).


I've been wondering about how to handle asset versioning - my first thought is git-lfs, although I have:

a) never used it and,

b) no clue how to set it up on my private gitolite deployment.


The other thing I've been thinking about is issue-tracking. I'm thinking that since the number of active devs will be fewer than 5, embedding issues should work fine. That'll either look like inline TODO comments, or, possibly one of the many git extensions that use the git plumbing API for storing additional metadata on various refs.


Something about Godot that intrigues me - inheritance-style OO seems to actually lend itself really well to this framework and type of development, which surprised me. I have some very minor experience with the Entity-Component-System design pattern, and it seems like a great way to go in general, so when I learned that Godot has no notion of ECS I was confused. So far though, it seems like it maybe makes sense? More soon.


Entity-Component-System


Some time later...


Okay, I finished the "Your first 2D game" tutorial, and overall, I'm pretty pleased with how low the mental overhead is here - I'm feeling like I can make this work with the ideas in my head.


Your first 2D Game


Next up - building my own tilesets. Also, set up Renoise on this machine.


Renoise


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