@sinbad I’m old enough to remember they made a TV mini-series.
@sinbad I’m old enough to remember they made a TV mini-series.
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: https://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!
@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.
@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.
@mezz oh, that’s a clever idea. 👍
@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’.
@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)
@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.
@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.
@midnightspire Ah, thanks for clarifying. That’s certainly strange and unintuitive behaviour.
@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. 😬
@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!
@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.
I combined my Godot utils into a single Blender extension. The new repo is:
https://codeberg.org/dbat/blender-godot-utils
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.
🦇
Biggest commitment to a 3 second joke I've ever seen
@tgeusch I’ve used emacs-plus for years, works very well for me and is kept up to date. https://github.com/d12frosted/homebrew-emacs-plus