[HN Gopher] Godot CLI and libs to accelerate your dev (MIT repo)
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       Godot CLI and libs to accelerate your dev (MIT repo)
        
       Author : chrisdugne
       Score  : 72 points
       Date   : 2021-12-28 15:04 UTC (7 hours ago)
        
 (HTM) web link (github.com)
 (TXT) w3m dump (github.com)
        
       | dymk wrote:
       | Pretty bare bones readme- I'm not really sure what this does
       | still.
       | 
       | Any description what libs it adds to Godot? Any cost/benefit to
       | adding a nodejs dependency to your development cycle? Examples
       | where this is useful?
        
         | shantnutiwari wrote:
         | Yeah, a bit unsure what it does or what value it provides.
         | 
         | >watch your files and allow to live reload your game.
         | 
         | seems to be the only benefit (I can see), but is it useful
         | enough to install a whole new library and mess with the NodeJs
         | system? I can't say
        
           | SquareWheel wrote:
           | With Godot's ability to load into scenes directly, I feel
           | like live reloading is not as useful as it is in say a web-
           | based application. Maybe better for rapid-prototyping things
           | like tools rather than games though.
        
         | chrisdugne wrote:
         | # CLI: coming from frontend world, the live reload is a must to
         | have for my developments;
         | 
         | that was the first step for Fox CLI, and I added assets
         | creation for ios/android stores;
         | 
         | Next step is to provide a helpful prompting to build
         | debug/release versions
         | 
         | # libs: here this is pretty much sandbox for now: I gather
         | sharable code for my games:
         | 
         | - an Animate API
         | 
         | - static functions like the ones I uses with lodash.js for
         | example
         | 
         | I still need to write lots of doc for those parts, I'll do it
         | alongside my game dev
        
           | techdragon wrote:
           | Yes, but why drag in nodejs instead of just accepting the
           | fact that developers using godot have a compiler handy and
           | making a convenient little tool without requiring me to add
           | JavaScript to a project that has in almost all likelihood,
           | zero other need for JavaScript.
           | 
           | The unreal engine equivalent of this would be a few small c++
           | plugins extending the editor which already provides prompts
           | for necessary rebuilds. I thought godot had a project aware
           | editor, why aren't you extending that to minimise the amount
           | of work involved? What genuine need is there for a let's be
           | clear HUGE dependency like NodeJS for this small of a
           | utility?
        
             | chrisdugne wrote:
             | you're right, the nodejs dependency in not small;
             | 
             | I've picked it because I work with js on my daily basis and
             | found http://yargs.js.org/ very handy to create beautiful
             | CLI.
             | 
             | Another possibility could be to extract a binary to provide
             | the CLI as an executable instead of the node project with
             | yargs in dev-deps
             | 
             | And the other part of the project is are libs, not very
             | well documented as of today, but real shortcuts for
             | gdscript projects: Example the Animate functions based on
             | the tween API;
             | 
             | WIP!
        
       | mekkkkkk wrote:
       | I'm currently exploring and using Godot and I'm super impressed
       | by it. It's a fantastic piece of work in many regards.
       | 
       | Why would you want to sidestep the entire editor ecosystem and
       | introduce a JS dependency to your game? Do it in GDScript/C++
       | instead and put it in the asset library where it belongs. If
       | that's not possible, perhaps submit a pull request.
       | 
       | You do you of course, but promoting it on HN is implicitly saying
       | that this is a good idea while it in fact works completely
       | against the grain.
        
         | creativeCak3 wrote:
         | I couldn't agree more. Not to bash on this project, what is the
         | point here exactly? Godot has an excellent build system(scons),
         | plugin system with scripts(GDScript) and even native plugins
         | with C++. And a bunch of tools that are super useful for
         | development. Like you said, "wrapping it" inside NodeJS is just
         | asking for trouble and might be a maintenance nightmare.
         | 
         | For context: I have been playing with Godot custom C++ modules
         | in the past year and I've had a blast. Such as a wonderful
         | project.
        
       | Mikeb85 wrote:
       | Godot already can reload scripts, tools and assets through the
       | editor... In fact, this tool doesn't look like it does anything
       | useful.
        
       | blensor wrote:
       | What I would love is a tool to create pck files from a set of
       | images/models/audio files to create DLC directly on the server
        
         | follower wrote:
         | This might be helpful for that:
         | https://github.com/hhyyrylainen/GodotPckTool
        
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       (page generated 2021-12-28 23:01 UTC)