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Benjamin_Dobell | 28 days ago
Currently supports RPG mechanics, with digital card game support coming soon. Plan is to keep expanding what's offered.
Bits and pieces are already open source with more to come: https://github.com/BreakaClub and https://github.com/godotjs/godotjs/
roflcopter69|28 days ago
I think most of the people using Godot are not aware how powerful and ergonomic GodotJS actually is. All the intellisense and completion suggestions goodness when using GodotJS is a godsent.
Can you tell us a bit more about how making breaka club with GodotJS has been going for you?
- Are you using Godot as kind of a rendering frontend while your TypeScript code is rather self-contained and only interacts sparingly with the APIs exposed via GodotJS or is everything deeply intertwined? I'm curious because I'm still looking for a good GDScript replacement. I really dislike GDScript so much :(
- How has performance been? I'd imagine V8 with JIT be a lot faster than GDScript and probably within 2-3x of C#? But I guess one wouldn't be able to use V8 JIT on consoles or iOS? I wonder if the performance hit would be tolerable.
- Do you still have high-performance code you write with e.g. godot-cpp and if so, how's easy is it to make those things interact?
- I saw that there have been thoughts about migrating GodotJS to a GDExtension but it's not easy it seems? Would be a great long-term goal imo because not having to use a custom engine build and instead just plug in a GDExtension would be pretty convenient.
- I assume that one cannot use stuff like the node file system API or such things and one has to restrict themselves to JavaScript/TypeScript code that would also run in the browser?
Sorry for the flood of questions, no need to answer them all. Still curious about all of those things :)