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Thanks for the insight.
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To not be entirely off-topic, I should say that GDScript editor (the IDE) quite surprised me, because it makes using (at least writing) those "stringy" APIs a lot easier. For example when you are writing a node path (addressing a node in a node tree) it will suggest you all different currently available paths in proper context (current node).
My last rant: I still don't understand why Godot team refuses to implemented int variant of vector2 and 3 (can be used for example for coordiantes in a desk game or a voxel world). Their recommended "solutions" were either difficult to use, or very slow, or both. This is a major issue, because GDScript doesn't allow defining custom "structs", so a GDScript user cannot implement performant primitive type (that's only possible if you modify engine itself, in C++, and then you will have to maintain your fork if you want to get fixes and new features from main repo).
Godot being FOSS and having really good Linux support were the top reasons I decided to try it. It definitely has a potential and I believe in a few years it will start competing with "big dogs" in small/middle sized 3D games. :D
PS: I am sorry for the offtopic.
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The only thing it's missing is a kitchen sink.
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In terms of just coding, I've found Doom Emacs to be often more powerful than my own Neovim config and Evil does such a good job of emulating Vim keys that I have yet to find a key combination that I used in Vim which isn't available to me now, and sometimes Evil even enhances keybindings to be better than what I'm used to. Last autumn I even found Doom Emacs to be powerful enough that I used it for a Java project without a significant loss in coding efficiency despite Java's tendency to be quite IDE-centric.
Last edited by Samsai on 27 July 2020 at 8:15 pm UTC
Same here!
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