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

2025-06-09

@MouseByTheSea @sinbad @gilesgoat @klord @psychicparrot42 as to why Godot doesn't handle consoles as part of the core, they cover various reasons here. godotengine.org/article/about-

To the original point, it's silly this is needed - but at least there are viable options now, which didn't exist 2 years ago.

2025-06-09

@sinbad @MouseByTheSea @gilesgoat @klord @psychicparrot42 yeah, agreed that can get fiddly; it would be so much easier if console manufacturers dropped the barriers.

Out of interest, do you know how Epic juggles their open/proprietary branches?

2025-06-09

@MouseByTheSea @sinbad @gilesgoat @klord @psychicparrot42 oh, indeed - I think they used to only do full ports, but last year they started providing console versions of the runtime, so you're able to do the port yourself (e.g. like Unity). From the link, it starts at $800 a year.

2025-06-09

@MouseByTheSea @sinbad @gilesgoat @klord @psychicparrot42

Godot itself is purely open-source, MIT licensed, community supported. The link above is commercial entity, supported by Godot-devs, that provides exactly what you describe - e.g. a licensed developer channel that gives non-open-source console ports.

2025-06-09

@sinbad @gilesgoat @klord @psychicparrot42 indeed, it’s very silly.

On Godot specifically, they added support for consoles last year through a sister company, and a commercial license.

w4games.com/w4consoles

2025-06-09

@psychicparrot42 just checking you’re aware of the ‘official’ console support they announced last year. w4games.com/w4consoles

It’s the same setup as Unity, but significantly cheaper.

2025-05-27

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

youtu.be/ftSOffHP42Y?si=LG4qRi

Simon Carter boosted:

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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. 😬

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