Simon Carter

Shiny headed game developer. Currently with Google DeepMind. Formerly Bullfrog, Big Blue Box, Lionhead, No Man's Sky. Co-creator of Dungeon Keeper, Fable.

Posts likely to be about #gamedev #godot #emacs #coding

2025-05-27

@sinbad I’m old enough to remember they made a TV mini-series.

youtu.be/ftSOffHP42Y?si=LG4qRi

Simon Carter boosted:

This was the first trial project I used 10x editor by @stewartlynch8. After a few hours of working with the editor, I felt that I need this in my life, so I became a paid subscriber way before v1.0 versions.

I really don't plug software often, but I'm very satisfied with this particular one, so I'm plugging for it: 10xeditor.com. Working "go to definition" and lightning fast search across all files should be standard for all editors, but isn't. Well worth the asking price!

2025-05-26

@SonnyBonds @sinbad @MouseByTheSea I think you can point CLion at most build systems these days. I’m using it to build Godot, which is SCons-based, for example.

2025-05-25

@Paragrimm ooh, that’s interesting - I’ve not seen that approach before. I guess this solves the ‘root node inheritance’ problem by moving the API layer off the root.

2025-05-25

@mezz oh, that’s a clever idea. 👍

2025-05-25

I’m curious how people organise their ‘entity’ setups in Godot. Examples I’ve seen:

- Component-like. Generic root node, component nodes directly under, accessed via node path.
- Inheritance + module nodes. Root node is specific type, with members to assign sub module nodes.
- etc
#godot #gamedev

2025-05-24

@idbrii which naturally leads to writing some custom infrastructure - e.g custom Entity/Component nodes to inherit from to reduce foot-guns. This raises other challenges:
- Should Entity inherit from Node2D or Node3D?
- Should the Entity be at the top of the hierarchy?
- How best to handle rigidbodies - normally they would be at the top.
- etc

All relatively minor, surmountable things. But for me, it makes it tricky to build an Entity/Component system out of nodes that feels 'tidy’.

2025-05-24

@idbrii Off the top of my head, assuming you want a clear distinction of ’Entity' and ‘Component’, various minor friction points:
- If an Entity has other nodes, in the editor it's weird to have sub-components and sub-nodes mixed together visually.
- Quick/typesafe ‘GetComponent’ from an entity.
- Sending a message from an entity to its components (without wiring signals).
- Conceptually mixing in vanilla Godot nodes like MeshInstance.
- Avoiding footguns (adding a component to a component, etc)

2025-05-24

@playmedusa @bbbscarter Indeed, Unity’s component implementation has its issues. In my experience it works fine for 90% of things, and the last 10% requires hackery.

Godot has many improvements to some of these - it would be nice to combine both.

2025-05-24

@clayote @bbbscarter Interesting - thanks!

I’m personally less of a fan of ECS than generic components - ECS tends to be quite opinionated, and fits less well with the way I think, but that’s a personal preference.

2025-05-24

I should add, this isn’t ‘Unity Nostalgia Syndrome’. I’ve been using component systems for a long time - I wrote one for Fable 25 years ago - because it’s a flexible and low-opinion architecture.

#godot #gamedev

2025-05-24

I very much like Godot and how architecturally agnostic and flexible it is - but I still find myself missing a first-class component-system.

Sure, you can emulate it using nodes, but a proper component system is more than just nodes-with-children, and filling those gaps is tricky.

#godot #gamedev

2025-05-23

@midnightspire Ah, thanks for clarifying. That’s certainly strange and unintuitive behaviour.

2025-05-21

@midnightspire To clarify - is the key insight here that adding a child to a parent gets more expensive the more children that parent has?

If so, I’ve definitely seen that when using `forceReadableName: true`, but wasn't aware that was the case otherwise. 😬

2025-05-08

@mms weird. Once I fixed that, startup times on my Mac went to < 2 seconds, and file opening from 2s per file to instant.

How annoying!

2025-05-08

@mms Are you using treesit-auto by any chance? I found that was making file opens slow; I switched to basic tree-sitter activation and it went away.

Simon Carter boosted:
2025-04-24

#Blender #GodotEngine

I combined my Godot utils into a single Blender extension. The new repo is:

codeberg.org/dbat/blender-godo

This includes the Hints and Multimesh add-ons into a single new extension.

You need only dl the zip file (see readme) and install that.

ETA: Whoops! Changed repo name.

🦇

Simon Carter boosted:
2025-04-09

Biggest commitment to a 3 second joke I've ever seen

2025-04-05

@tgeusch I’ve used emacs-plus for years, works very well for me and is kept up to date. github.com/d12frosted/homebrew

2025-03-23

@msinilo @aras @sinbad similarly I remember spending most of a day typing in a long program from a magazine, and made the mistake of running it before saving it. When it crashed and restarted I learned an important lesson about impatience, while I wept into my rubber keyboard.

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