Unity I think has a longer track record of having a large pool of professionals using it. When I worked in mobile (partly with Unity), everyone knew you couldn't do much against games getting stolen or ripped off, on that market it's so common. Even much larger teams couldn't avoid it.
02.03.2026 10:53 β
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A lot of people have fear of things being "stolen" from them, starting with their ideas. We frequently hear about those fears from students, who need reassurance.
It takes a lot of learning to understand the technologies you're using. Until everything clicks for people they go with what they hear.
02.03.2026 10:53 β
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This is so nice! I'd love to get a peek behind the scenes and learn how you set that up someday when you have time.
01.03.2026 18:06 β
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Screenshot of the recursive hash function in the array class in the Godot engine source code.
Just looked up the code out of curiosity, it calls recursive hash on every array element. So it seems to do a variant hash on every value + merge that into the hash it's already building.
01.03.2026 18:04 β
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The arrays are lists that can expand and I suppose if you add lots of things they might need to move to a different memory chunk and address, and if so you couldn't rely on the pointer being fixed. A developer who worked on core would know better if that's the reason though.
01.03.2026 15:29 β
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I was curious as to why the array elements were used back when looking at the source code, because as far as I understood, objects/nodes are hashed by their pointer address.
But for arrays, I remember that it iterated through every element in the array.
01.03.2026 15:29 β
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Just tested, just had to use ../../../project/path on mac of how mac signed apps are packages with the exec. in a subfolder. Seems to be working well! We have high schools that use macos, they should be happy about this improvement. Thanks much!
26.02.2026 21:30 β
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Not decided yet, I'd definitely like to say hi to Kay and you and many others. We're all always busy otherwise, it's a rare opportunity to sit down and see how everyone's doing around a (hopefully good) cup of coffee.
26.02.2026 17:20 β
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Glad you found someone! I'll be looking forward to the game :)
26.02.2026 17:06 β
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Ah, you can put that directly in the __sc__ file? Do you know if the relative paths in there work on all systems? I've been shipping a separate projects.cfg file to students, but on macos and some linux distributions the paths to projects must be absolute to work.
26.02.2026 17:06 β
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Merci beaucoup pour les retours ! Je suis ravi que dans l'ensemble, Γ§a ne se soit pas trop mal passΓ© pour vous.
17.02.2026 09:26 β
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It's really unfortunate. The open contribution and review model is labor-intensive in itself already, with most contributions being small pieces that take more work to review and onboard people than for core developers to do the work. If the trend continues it might push it to plain unsustainable.
16.02.2026 09:36 β
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Merci pour le partage !
Est-ce que Γ§a s'est bien passΓ© ? Avez-vous des retours sur le contenu ? Si vous avez du feedback, il est toujours bienvenu.
15.02.2026 11:04 β
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Thank you very much for the recommendation!
25.01.2026 16:22 β
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ssr demo for godot release page
17.01.2026 03:18 β
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Du coup, toi qui viens apprendre, tu te retrouves avec un logiciel 10 ou 100 fois plus complexe que ce dont tu as besoin, wt mΓͺme avec un outil de programmation visuel, Γ§a pΓ¨se sur ton usage au quotidien et augmente la charge cognitive quand tu apprends.
17.01.2026 07:38 β
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On recommande souvent Unity ou Unreal. parce que ce sont des moteurs très connus et qu'il y a énormément de ressources pour apprendre et un large écosystème. Unreal c'est vraiment pensé pour faire des jeux comme Fortnite avec des très grosses équipes avant tout.
17.01.2026 07:38 β
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Pour du hobby Γ temps partiel, dans tous les cas je ne recommanderais pas trop Unreal ou Unity qui sont vraiment d'Γ©normes machines complexes. Ni forcΓ©ment Godot qui est un entre deux plutΓ΄t pour les indies (quelque part entre GameMaker et unity).
17.01.2026 07:38 β
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Ce qu'on apprend avec la programmation visuelle dans un outil comme Construct ou GameMaker (programmation avec des sortes de blocs d'événements, un peu comme RPG Maker) se transfère pas mal vers le code, si jamais tu voulais sauter le pas plus tard.
17.01.2026 07:38 β
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Oui, la programmation visuelle, Γ§a Γ©vite toutes les difficultΓ©s liΓ©es Γ la syntaxe, au dΓ©but quand on Γ©crit du code, on fait beaucoup de fautes de frappe et beaucoup d'erreurs de syntaxe et Γ§a peut Γͺtre frustrant.
17.01.2026 07:38 β
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DΓ©jΓ par rapport Γ pas mal de rΓ©ponses que tu as reΓ§ues, plutΓ΄t que de partir sur un outil ou un autre, je te conseillerais de partir dans l'optique de tester plusieurs d'entre eux et faire de petites expΓ©riences pour voir lequel est le plus fun ou stimulant pour toi.
16.01.2026 17:11 β
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Salut Avorpal! Γa fait longtemps.
Si tu as des questions particulières sur Godot ou besoin d'aide sur le choix d'un moteur, n'hésite pas à demander.
Je dirais que la meilleure recommandation va dΓ©pendre en partie de tes objectifs, du temps que tu as disponible, et de tes projets.
16.01.2026 17:11 β
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Everything you add to this project is so playful! I love the attention to detail
29.12.2025 09:41 β
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Because c# runs in a separate runtime, anytime you interface with the engine, there are one or more costs you have to pay. There are costs of converting data to and from C# plus the overhead of calling into the engine through a bridge
24.12.2025 13:30 β
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In this case it would not work because the code is mainly calling engine functions and operating with engine data types. There's a big overhead when you do that in C#. Keeping the code as is, it might be equivalent or possibly slower than gdscript.
24.12.2025 13:27 β
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Actually in this case, the overhead of C# calling into the engine is at least equivalent and probably higher than GDScript.
The big gains are only for heavy logic run exclusively inside of the C# runtime, like running performance intensive algorithm with pure C#.
24.12.2025 13:25 β
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But again, I'm just saying, you know, that's if you measure the GDScript processing time itself is a/the bottleneck. Then with C++ the ceiling becomes much higher.
24.12.2025 08:54 β
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I'd say it works especially well if you can build this script around having an array of characters and have all the logic where you loop over and update them. It's still worth trying once to know when to do the switch - depending on how you build the code it's more or less work to convert.
24.12.2025 08:53 β
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Yes, exactly. That's the strength of GDExtension, especially if you co-locate and bundle a bunch of logic into one big function and entity like you seem to have: then the day you need it you can get speed gains by doing a one-to-one translation to C++.
24.12.2025 08:53 β
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(Though this is a more minor gain, it's just small things the engine does notably for accessibility and ease of use that scale linearly with the number of entities)
24.12.2025 07:48 β
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