Reply to So I’m kind of experiencing some cognitive dissonance
Was going to post this on an existing microblog but it won’t go through for whatever reason. Reply to @futureisfoss and somewhat to @sotolf as well.
I haven’t kept up w/it, but Dominik (who made the package manager and a book to say the least) quitting a little over a year ago seems like it was a significant setback all on its own (which probably has made a major difference by now).
Though I also haven’t really started yet (it certainly doesn’t help lacking stuff, like Godot 4 bindings are still being worked on by 1 person) so maybe me dropping it is part of why I feel cynical. The last code I did (months ago, in September), load format example (I didn’t really make a complete system, because technical hangups and no idea on resulting usage)
@futureisfoss (late reply because replies don’t seem to be federating to me)
That’s a reason for my original reply, but I haven’t seen anything even close for general use (jack-of-all-trades, not slow/difficult, no platform baggage). Though again, somewhat starting out (and wanting visual editors) might be influencing my thinking.
Bindings/frameworks etc probably will melt away much of the differences in languages so long as you don’t care about using said language without it.
I am almost inspired to use Raylib(Naylib) anyways with barebones polygonal art, but lack of editors still adds to difficulty (I could make pixel art for the environment but I don’t really want to). Have been thinking about avoiding rotation/squash calculation of polygons and instead using polygons like animation frames (though this might need a custom editor+batch loading to be viable) or simply avoiding 2D and instead learning Blender at least enough to do verylowpoly character animations.
I’ve also thought about using Godot to just make non-game animations (animated eye example w/4.0 feature), though I probably have even less ideas for that. Also maybe wick-editor for more freeform animation.