Godot: The open source game engine

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A community for discussion and support in development with the Godot game engine.

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The original was posted on /r/godot by /u/hornyassuser123 on 2025-01-20 20:13:21+00:00.

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The original was posted on /r/godot by /u/Extension-Cat4648 on 2025-01-21 00:01:58+00:00.

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The original was posted on /r/godot by /u/MatMADNESSart on 2025-01-20 22:28:40+00:00.

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The original was posted on /r/godot by /u/rluders on 2025-01-20 19:45:51+00:00.


Hey everyone!

First off, please be kind—I’m not a professional game developer, just someone who enjoys tinkering with random projects to unwind and explore different perspectives on development. 😊

Lately, I’ve started working on what I’m calling an RTS framework. It’s built around some ideas and concepts I’ve been wanting to experiment with for a while.

This isn’t a serious project—just something I’m doing for fun—but I thought it might be interesting enough to share. Who knows, maybe someone out there will find it cool and want to contribute or provide feedback to help improve it.

If you’re curious, you can check out the repo here: .

Cheers, and thanks for taking a look!

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The original was posted on /r/godot by /u/GatixDev on 2025-01-20 19:35:28+00:00.

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The original was posted on /r/godot by /u/takaracards on 2025-01-20 18:55:19+00:00.

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The original was posted on /r/godot by /u/kwantum13 on 2025-01-20 18:34:03+00:00.

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The original was posted on /r/godot by /u/Dissonant-Void on 2025-01-20 16:49:41+00:00.

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The original was posted on /r/godot by /u/chocolatedolphin7 on 2025-01-20 16:18:56+00:00.

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The original was posted on /r/godot by /u/cd7542ebc4a68d34d79 on 2025-01-20 13:47:51+00:00.

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The original was posted on /r/godot by /u/theSilentSmile_ on 2025-01-20 10:19:51+00:00.

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The original was posted on /r/godot by /u/filsd on 2025-01-20 14:29:26+00:00.

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The original was posted on /r/godot by /u/Psonrbe on 2025-01-20 13:31:02+00:00.

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The original was posted on /r/godot by /u/InsightAbe on 2025-01-20 06:53:37+00:00.

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The original was posted on /r/godot by /u/Hot-Persimmon-9768 on 2025-01-20 11:44:37+00:00.

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The original was posted on /r/godot by /u/Fysco on 2025-01-20 10:09:46+00:00.


What I mean by "global game state" is all game data relevant for a playthrough. for example inventory, score, health, progress etc.

Let's take a look at the standard way of working: In an object oriented language such as C# or even GDscript we manage data by instancing classes as objects. These objects carry data about themselves. Which is very convenient for us to work with: This way we encapsulate data to stay WITH the entity it belongs to and we can grab data of any object. For example: The player will have all its data on itself: player.health, player.ammo, player.apples, etc.

The problem is that our game data gets spread across many objects. If we want the player to save their game progress, we now have to go collect all this data from all these different objects in memory. It can get very complicated.

The idea of a global state: Instead of keeping data within the objects, we store data to a single repository which can be saved and loaded by itself entirely. All to-be-saved game data should be stored and fetched from this repository; meaning that the objects themselves do not carry their own data.

Let's say we do this with a singleton autoload GameData. We should load that class up with dictionaries and vars of everything we want to be able to save/load. Instead of player.ammo, we will store it in GameData.Player.Ammo. All inventory data will be stored in GameData.Inventory for example. On the actual inventory class, we can have Inventory.GetItem() methods like we do now, but those methods will talk to the GamaData class under the hood.

Centralized data is easier to store, and we use that paradigm in applications where data storage is key. If we can design a good GamaData class with clear separation, I feel like that would benefit us greatly when it comes to saving/loading games. Especially games with a lot to save; such as base builders or puzzle games.

Thoughts?

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The original was posted on /r/godot by /u/pierre_demet on 2025-01-20 08:18:22+00:00.

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The original was posted on /r/godot by /u/thirtyfiveoo on 2025-01-20 07:11:16+00:00.


The Godot Asset Library is really good as it is right now but I think it lacks some basic sorting options.

For example, sorting by downloads, ratings etc.

This should make it easier to find great addons simply by sorting them based on their popularity and checking their ratings.

Right now, there are only options to sort by "Name", "License" and "Updated". Which, doesn't really help at all.

What do you think?

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The original was posted on /r/godot by /u/ascents1 on 2025-01-19 22:49:59+00:00.


Does anyone else have a problem with their code being so messy that it gets overwhelming? I feel like I had a good structure going, but the more stuff I try to add, the more I realize that things are not in the right place. The thought of refactoring everything gives me a headache when I open my project. I know this is just due to a lack of foresight and experience.

I am still learning so I expect this to happen, but at what point do you guys just abandon a project or start fresh? Or should I try my best to refactor everything and push forward?

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The original was posted on /r/godot by /u/gutopolonio on 2025-01-19 22:35:18+00:00.

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The original was posted on /r/godot by /u/Phillipily on 2025-01-20 03:25:27+00:00.

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The original was posted on /r/godot by /u/c64cosmin on 2025-01-20 00:24:29+00:00.

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The original was posted on /r/godot by /u/bitbutter on 2025-01-19 20:00:42+00:00.

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The original was posted on /r/godot by /u/Mana_Adventure on 2025-01-19 21:21:13+00:00.

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The original was posted on /r/godot by /u/TinyTakinTeller on 2025-01-19 20:49:24+00:00.

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