Comment by dualogy
1 month ago
> but for writing a complete application I would want to develop in my language/editor/ecosystem of choice
For well over a year now, you can use an external editor (VSCodium or whatever) and set it in Godot settings (so that clicking a script icon in the scene tree opens that file, and clicking a signal handler in the properties pane jumps to that line), and the LSP for GDScript (which is hosted by your running Godot instance, and which your editor's LSP client connects to) has been excellent back when I last dabbled in it.
Yes! I am aware of that functionality, and I've tried it, but this just substitutes the Godot code editor with an external one while keeping the rest of the Godot editor.
In short terms, Godot development workflow has three pieces at least: editor interface(nodes, viewport, etc) + code editor(can be external through LSP) + game/app running.
What I'm trying to say is that app development doesn't strictly need the editor interface at all. For instance, when I'm developing an app with web technology I usually just have a text editor on the left, with my language of choice server side rendering html, and the browser on the right with the "app running".
It would be lovely to spawn the Godot editor and drag around interface components experimenting with them(like the inspector tool on browsers), but usually I just want the peace of mind of having the code and the app running.
So what I'm envisioning is that it would be possible to call Godot in my language of choice just like I would call a normal framework(PyGame in python, Love2D in Lua). With the difference of the powerhouse of functionalities that Godot carries, and the possibility of launching the full editor if desired.