Start moving stuff out of core and into offical GDExtension plugins. #11749
Replies: 3 comments 2 replies
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Any specific features you have in mind? Note that the commonly suggested example of GridMap was rejected previously so likely not going to be approved any time soon: And any such move would be a major compatibility breakage so might not be realistic in 4.x |
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@Castro1709 what exactly don't you like? The idea is to still keep the features but move them to the asset store. they would still be officially supported |
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I'm generally in support of having less stuff in Godot itself, and moving more into GDExtension. For example, it would theoretically be cool to not have any physics engine in Godot, and instead have a set of GDExtensions to choose from. However, I think we'd need to first make some key improvements to GDExtension in order to provide a nice experience and workflow for users, for example:
All of these things (except maybe point nr 2) are all things we wanted to improve anyway. Once those features exist, perhaps we can take a look at the Godot eco-system, and see if it makes sense to have a lighter core in a hypothetical Godot 5. |
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Describe the project you are working on
A mario game but this is not really relevant.
Describe the problem or limitation you are having in your project
It's not my problem but a problem with godot.
Basically issues are closed alot due people wanting to keep godot slim.
But this comes at a cost, features.
The point of this is to fix that.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
The idea is to start moving stuff out of core and into official gdextension plugins.
This would not only allow dev's to add as many features as they want but it allows the user's to pick what they want to to include in their game.
This not only allows godot to include tons of features but it also significantly reduces the size of core.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
It would probably be split up into the follow...
There would probably be the need to allow users to create their own plugin packs.
Editor features would probably be tied to the node type, so if you download a Tileset2D plugin you also get the editor window for editing tilesets.
If this enhancement will not be used often, can it be worked around with a few lines of script?
No.
Is there a reason why this should be core and not an add-on in the asset library?
It does exactly that, moves things into a asset library, and makes the godot engine more modular.
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