godot-dlang / godot-d

!SEE README! D language bindings for the Godot Engine's GDNative API
MIT License
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Move godot4 branch into master #15

Open al1-ce opened 1 year ago

al1-ce commented 1 year ago

It's more of a proposal, but maybe it'll be better to move master into godot3, godot4 into master and remove gd4 & releases, since currently project is being worked with intent of porting to godot 4, it'd make more sense

al1-ce commented 1 year ago

Also maybe detach a fork and move into own repo? With respectful mention of original project

Superbelko commented 1 year ago

Nah, I'm not going to step in as a maintainer for that, and without that there is no reason keep this as a fork.

al1-ce commented 1 year ago

I wish there was a way to contact godot-d account maintainer, coz in godot-d repo issues are certainly not watched

al1-ce commented 1 year ago

Still, how about reorganising branches?

Superbelko commented 1 year ago

gd4 is from original repo, not sure if I can delete it here. (edit: I can)

before moving godot4 branch into a master I need to google up if it can mess something when there is similar branch changes in original repo or something.

al1-ce commented 1 year ago

Well, I just did that and I think it might screw some fork syncing But on the other hand I don't think sheepandshepherd would continue working on godot-d

al1-ce commented 1 year ago

I might offer a solution, as which: I could create new org and step in as maintainer, plus I'd make you member so you could maintain it in free time Basically do what sheepandshepherd did, but not dead

al1-ce commented 1 year ago

Reasoning in that is tbh quite simple I have a lot of free time, never liked gdscript, kinda dislike c#, too oop imho So for me maintaining it might be good solution

Superbelko commented 1 year ago

Let's returns to that topic in 2 weeks.

But before you start, do you really need godot-d? I mean, I initially started it because I was excited by such potentially progressive and slim alternative to Unity and UE4, then in the spring I went back and implement most of the current features because I needed a back plan in case of potential licensing restrictions for UE5, currently... well if you look up tutorial on youtube most of the cool features are implemented as plugins and until Godot 4 full release there isn't much to do, and my main work is not related to gamedev. That being said, despite how much I don't like C++ and UE5 I do understand that the tools it offers simply out of reach by godot.

So, it is cool and all but simply unrealistic for me to finish anything but smallest games, but after many failures with different teams I completely lost interest in that.

As for the free time, it took me a whole year to update it into something meaningful, while the real effort was only like somewhere between 200-300 hours.

al1-ce commented 1 year ago

But before you start, do you really need godot-d?

Honestly, yes. I do need it. I really had enough of c# and it doesn't feel good on large scale. It's sole purpose is being MS attempt of getting Java's pie. And GDScript's syntax feels so alien to me I physically can't code with it for more then fixing someone's plugins

tools it offers simply out of reach by godot.

imho I don't mind it being like that. Godot's features are perfect for me aside couple of hurdles and some editor stuff. I'm not aiming at AAA type of games and just want to have my nice lang work with my nice game engine

So, it is cool and all but simply unrealistic for me to finish anything but smallest games, but after many failures with different teams I completely lost interest in that.

I get that. Been there

As for the free time, it took me a whole year to update it into something meaningful, while the real effort was only like somewhere between 200-300 hours.

I'm absolutely not in rush and I actually spend most of my time coding, might as well code something usefull

I was actually just too afraid to jump into godot-d coz it was a mess of a project, I wasn't able to even set up a minimal project with that and all in all seeing that it's still alive by your efforts lighted up fire in me once more

al1-ce commented 1 year ago

Well, if you'd want to jump in then I made project here

Superbelko commented 1 year ago

I think I could just transfer ownership of this repo to keep already opened issues and comments. What do you think about it?

upd: so it looks like I can simply join your organization, and transfer all issues instead as described here https://docs.github.com/en/issues/tracking-your-work-with-issues/transferring-an-issue-to-another-repository

al1-ce commented 1 year ago

Sounds good, I believe I've already invited you. Gonna send another one tho

Superbelko commented 1 year ago

Ok, joined. I think you now need to set up roles and access in that organization so I can push/commit etc...

al1-ce commented 1 year ago

Should be done now. Avoid any pushes to repo for now, I'm doing heavy reorganising

Superbelko commented 1 year ago

Yeah, but it seems I should transfer it to you or organization first.

Superbelko commented 1 year ago

Done. I have already transfered first issue, the rest is up to you.

I suggest keep this fork here so people can find out what is happening, just update readme with explanations and directions to look for a new repo.

(edit) The good thing is that it seems links does gets redirected into this organization repo and everything still works. yay \0/

From now I will go silent for few days.

SpiceyWolf commented 1 year ago

Im interested to help out in any way possible :O --likewise I dislike C# and the support for it in godot adds bloat as big as the engine itself lol.

I would argue I, as well as a good few friends NEED godot with D support... Rust isnt any fun, and C/C++ doesnt come with any quality of life when coding in it... D gives us the power AND a fun time coding. I have a project I've been trying to rework into godot as it solves alot of issues I had when trying to make it in C# initially (before I abandoned that trainwreck of a lang) which does emulator/modding stuff and would attract more users to DLang and Godot in general.