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by runevault 1380 days ago
I played with Godot back in the early 3.x timeframe (3.1? 3.2?) and then fell away and spent some time with Unity. But between some of Unity's missteps and Godot getting dotnet 6 support it is time to give it another go, plus a bunch of nice changes to gdscript that might make it something I'm okay with using (functions are first class citizens now unlike before where you just passed the name of the function as a string which always felt incredibly gross).

Though based on the discord conversation there are still a lot of bumps even in the beta so I would not expect smooth sailing yet, but lets see if it is any good.

For anyone interested, the main documentation on their site is still pointing at 3.x. If you want the docs for 4.0 start here

https://docs.godotengine.org/en/latest/index.html

1 comments

Yeah callables are a great addition to 4!
Yeah it is part of why I'm going to start with GDScript instead of jumping straight to dotnet 6 (which is what initially got me thinking about trying the new version).

I may still jump to c# but I wanna give GDScript a fair shake first. Plus the docs/tutorials tend to be more plentiful for GDScript.

>Plus the docs/tutorials tend to be more plentiful for GDScript.

I quite like reading tutorials in GDScript and trying to convert them to C#, I feel like it strikes a good mix between being told what to do while also getting to go off and explore the engine myself and reinforcing that same learning.

This is also true, and I'd probably do some of that after learning the transliteration (at least some of the existing documentation like the intro to 2d tutorial give examples in both).
Well GDScript and it’s nodetree is great for early days prototyping, even if you decide to redo it later in another fashion. So getting that under your belt is definitely not a bad idea.