Comment by mr_briggs
11 days ago
As someone currently working with a little team trying to make low-poly games using Godot - this is awesome!
> Also when creating things with nodes, you have to go back and forth between node GUI and code.
> All of the mainstream engines have a monolithic game editor. It doesn't matter how many features you use from it, you still have to wait 10 minutes for all of them to load in.
These notes really resonated; the debug loop even with Godot, using minimal fancy features, felt a lot slower than other contexts I've programmed in. Multiple editors working around a single data file spec is also a cool idea! In finding that a unified IDE makes it easier for different developers to create merge conflicts, I could see having editors of a more specific purpose may also help developers of different roles limit the scope and nature of their changes. Keen to see how the engine progresses!
I am pretty proud of figuring out how to TDD a C# module without booting Unity for a hackathon last month.
Managed to contribute my bit from an underpowered netbook.
I had never written a line of C# before, but I'll be damned if I'm going to concede TDD from the CLI. I knew it could be done, and I made it work. Everybody thought I was crazy, though, and none of the sponsors' DevRel were any help.
And, of course, the biggest point of friction for us, that weekend, was our beefiest machine still had to boot and reboot the damned Unity IDE for a thousand years! Incredible the fetters some folks tolerate.
I'm not very familiar with Unity and it's limitations / difficulty of this task. What challenges did you encounter and how did you solve this problem?
Mostly its Unity's magical module loading and namespace collisions that obstructed my straight-forward approach. Apparently all files in relevant directory are interpreted on boot, with implicit dependencies made available--a collision with Unity's own Vector3, eg tripped me up when it shouldn't have been, IMO, available without explicit import.