I'm currently exploring and using Godot and I'm super impressed by it. It's a fantastic piece of work in many regards.
Why would you want to sidestep the entire editor ecosystem and introduce a JS dependency to your game? Do it in GDScript/C++ instead and put it in the asset library where it belongs. If that's not possible, perhaps submit a pull request.
You do you of course, but promoting it on HN is implicitly saying that this is a good idea while it in fact works completely against the grain.
I couldn't agree more. Not to bash on this project, what is the point here exactly? Godot has an excellent build system(scons), plugin system with scripts(GDScript) and even native plugins with C++. And a bunch of tools that are super useful for development. Like you said, "wrapping it" inside NodeJS is just asking for trouble and might be a maintenance nightmare.
For context: I have been playing with Godot custom C++ modules in the past year and I've had a blast. Such as a wonderful project.
Yes, but why drag in nodejs instead of just accepting the fact that developers using godot have a compiler handy and making a convenient little tool without requiring me to add JavaScript to a project that has in almost all likelihood, zero other need for JavaScript.
The unreal engine equivalent of this would be a few small c++ plugins extending the editor which already provides prompts for necessary rebuilds. I thought godot had a project aware editor, why aren’t you extending that to minimise the amount of work involved? What genuine need is there for a let’s be clear HUGE dependency like NodeJS for this small of a utility?
I've picked it because I work with js on my daily basis and found http://yargs.js.org/ very handy to create beautiful CLI.
Another possibility could be to extract a binary to provide the CLI as an executable instead of the node project with yargs in dev-deps
And the other part of the project is are libs, not very well documented as of today, but real shortcuts for gdscript projects: Example the Animate functions based on the tween API;
With Godot's ability to load into scenes directly, I feel like live reloading is not as useful as it is in say a web-based application. Maybe better for rapid-prototyping things like tools rather than games though.
Why would you want to sidestep the entire editor ecosystem and introduce a JS dependency to your game? Do it in GDScript/C++ instead and put it in the asset library where it belongs. If that's not possible, perhaps submit a pull request.
You do you of course, but promoting it on HN is implicitly saying that this is a good idea while it in fact works completely against the grain.