I like most things I see about Godot, and I’m going to try making some games with it.

Whenever I imagine programming a game though, I imagine the game logic and simulation being separate from the display. For instance, if I was to make a game like FTL, I would plan to simulate all the ship interactions and the movement of the characters purely in code, and then write a separate module to render that simulation. The simulation could be rendered with graphics, or with text, or whatever (of course, a text render wouldn’t be human friendly, but could act as a dedicated server for some games, or I could use it for machine learning, etc).

I’m not an expert at Godot, but it seems this mindset is not going to fit well into Godot. Is this correct? It seems like the same object that is responsible for tracking the players health is going to also be responsible for drawing that player on the screen and tracking their location on the screen, etc. Will my player class have to end up being a subclass of some complicated Godot class? (Also, I’m a fan of functional programming and don’t always use a lot of classes if given the choice.)

What are your thoughts about this. Would you recommend another engine? No other engine seem to be in the same sweet spot that Godot is currently in.

  • Biggles
    link
    fedilink
    English
    arrow-up
    7
    arrow-down
    1
    ·
    1 year ago

    Pretty much every engine out there is built on strong opinions about “how game code should be structured” so while you almost always can bring your own opinions like this, you are likely to make life difficult for yourself…

    It very much depends on what kind of game you’re making but I actually don’t think Godot is actually all that unsuitable for the sort of separation of concerns you’re going for, though you’re unlikely to find many tutorials geared towards that style of coding.

    I say this as someone with similar instincts about how to structure my code, who spend 2-3 years working against the grain in UE4 to maintain a clear model/view separation in a 2D simultaneous-turn-based strategy game & am currently going down a similar route with Godot.

    You can use plain Node & Resource derived classes for a lot of your model-side stuff & only use “things that automatically draw themselves” nodes as a layer on top of that if needs be… but yeah, it very much depends on what kind of game you’re making. For most traditional real-time games (as opposed to turn-based ones etc), especially anything 3D or where you want to use in-built physics stuff, I’d lean towards trying to work with the engine as much as possible, rather than being too fanatical about following a particular design pattern that isn’t fully encouraged by the engine… at least for your first game or two!