Closed Xydium closed 4 years ago
@reduz Ok, then I'll ask the admin (anyone knows whom I can ask this?) to reopen #15661 so that we can discuss it from the Mono's side first. Thanks!
@reduz What was the "something much simpler" you had in mind? I wouldn't mind getting started on an implementation since I've already wasted a few months of my own time (my fault), lol. XD
@reduz I agree that it shouldn't be implemented if I'm the only one who would want such a feature. @karroffel's explanation of standard use cases is more complete, and again, the idea connects more with a separate, statically-typed GDScript than a mere enhancement of the current GDScript. The only way to know if it's a desired feature by the community would be to poll the community.
@willnationsdev Working within the file-based GDScript, your idea from #17387 would also solve the issue in my example use case.
@Xydium Awesome. Well, the idea from there is functionally identical to the concept of adding tons of singletons for top-level namespaces. And if he's alright with doing that, then there's hope. Just need to hear what his idea is! excitement building~
Edit:
I suppose the simpler idea may involve just directly adding the items to the static global_map
in the GDScript
class? That truly would be something that only works for GDScript though, whereas my idea would work with any scripting language, technically speaking. get_node("/root/MyPlugin").PluginType.new()
or something like that for non-GDScript languages. Or create syntax sugar of some sort for other languages too...?
@willnationsdev I'd still prefer to see optional statically-typed variables (for better code completion) and optional class-based scripts (so that scripts can be static types for variables and thus receive better code completion), which such a ScriptDB would assist in creating. However I understand @reduz's concern regarding simplicity, and mixing two paradigms in one language could be detrimental. At the same time, there are situations where dynamic types are better and vice versa, so the ability to employ static types only when they provide benefits would be nice.
Versus: import enemies.*
Actually, I don't think this is any better tbh, in fact, it could even be a detriment. Because that doesn't give us the power to manually preload what we want, based on a certain map / scene that a player is loading. Having more control over what we preload
and reference in dictionaries/array is a good thing! I feel like your example is over-exaggerating a problem that's easily solvable by GDScript already. (Hence your example :P)
@girng I don't see why you would want control over loading code. I understand with scenes (and that wouldn't change) but code?
@QbieShay having control in what you preload in Godot is extremely powerful for smooth level transitions, low memory usage (only load what you need, instead of * ), and more but just off the top of my head
@reduz I don't think that adding the classDB would make the code that much more complicated.
I've been using Godot for some months now and i already made some games with it. What i noticed, when the project started to be more and more complex, is that i felt:
If classDB was there, I imagine it keeping track of where the scripts are and, when you need to move a script, classDB will update. So far, the only way to keep track of that is either having an external tool or run the game to see where it breaks.
What if the game becomes medium sized (no need for GDNative, still using GDScript)? How much time do you need to spend playing the game before noticing that something broke?
About the script searching, I tried to respect the guidelines on where to put resources and scripts, but sometimes scripts just don't fit anywhere.
I don't even want to start the static typing discussion here, but class DB would be a nice step forward for that. Two words about that here
I think that if you look around in open source Godot projects, you will soon find a lot of people that implemented something like classDB in their own projects. IIRC, @Faless did.
I already commented on the other issue, but thought I'd chime in here too:
Renaming support is the responsibility of coder and IDE not the game engine IMO.
@hubbyist I think a game engine is a kind of IDE in a way.
Godot editor is a godot engine game so the IDE like part is not that much coupled with the engine core. And it is a good way of separating concerns I think. Renaming support may be even an official editor plugin but not a core feature. As well multi class in a file is a language specific functionality it seems and must be handled by either editor or the language binding. If PHP bindings would be added, having multiple classes in a file may help as well. But a language binding must not effect the core functionalities and lock engine to the methodologies of a specific language in any way. So binding must conform to engine not the other way around IMO.
Godot editor is a godot engine game so the IDE like part is not that much coupled with the engine core. And it is a good way of separating concerns I think. Renaming support may be even an official editor plugin but not a core feature. As well multi class in a file is a language specific functionality it seems and must be handled by either editor or the language binding. If PHP bindings would be added, having multiple classes in a file may help as well. But a language binding must not effect the core functionalities and lock engine to the methodologies of a specific language in any way. So binding must conform to engine not the other way around IMO.
It's not so much a language binding imposing methodologies of a specific language on the engine so much as the engine imposing the methodologies of a specific language and its binding on other languages and their bindings.
Maybe a little context and history would be useful here.
Historically, most game engines used a proper "scripting" language for game scripting, such as Lua or a custom language built for the engine. These were almost always FILE based scripts - one script per file. And scripts were expected to be small and self contained, essentially "content", and not making use of libraries of functionality beyond that file. The notion was, if something more complicated was needed it would get added to the engine code itself (because in the past engines were custom written on a game-by-game basis).
But in modern times, game engines are far more general purpose, and "scripting" has become less little bits of customized logic in content to pretty much all of the game logic of the game itself. As such, "scripts" are expected to do much more sophisticated things, and thus it makes sense to support the kind of abstractions you would use in traditional "programming" to scale up to more sophisticated code bases - such as using third party libraries, separating code into modules, code-reuse, and so on. But, the file-based methodology that worked well in the past hinders this, IMO.
In my view, the engine should abstract over the specifics of how a language binding handles scripts physically on disk and simply expect the binding to provide it a list of attachable scripts, which the user can then attach to objects in the scene, and let the language binding handle the best way to implement specifics beyond that. For some language bindings, that might be file paths (lua, etc...) or modules/bundles/etc... (python, javascript), or built assemblies (C#, Java, Rust, etc...).
@reduz Some months ago we were discussing this on IRC and IINW you were going to implement this. Is it still planned?
Feature and improvement proposals for the Godot Engine are now being discussed and reviewed in a dedicated Godot Improvement Proposals (GIP) (godotengine/godot-proposals) issue tracker. The GIP tracker has a detailed issue template designed so that proposals include all the relevant information to start a productive discussion and help the community assess the validity of the proposal for the engine.
The main (godotengine/godot) tracker is now solely dedicated to bug reports and Pull Requests, enabling contributors to have a better focus on bug fixing work. Therefore, we are now closing all older feature proposals on the main issue tracker.
If you are interested in this feature proposal, please open a new proposal on the GIP tracker following the given issue template (after checking that it doesn't exist already). Be sure to reference this closed issue if it includes any relevant discussion (which you are also encouraged to summarize in the new proposal). Thanks in advance!
Following some discussion with Karroffel and getting neikeq's GodotSharp module functional, I had an idea to make script/class organization easier, by having Godot automatically parse the project files for all classes/scripts and having a popup that lists them (with search bar and filters) to select a class rather than pointing a given node to a file directly. For example, on a Node2D selecting a subclass would make this window appear:
For GDScript/VisualScript, the class path could either be the file path in dot notation, or to further reduce the dependency on the file system's organization, GD/VS could have namespaces added or simply always appear top-level with no namespaces.
XCode operates similarly where the selection menu for a custom subclass on a view/component will list all of the classes in the project that inherit from the required type.