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Godot script’s potential for utilizing design patterns

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Recently I completed an in depth tutorial on Godot 4 and GDScript. During the tutorial I noticed that GDScript has a great potential in being able to implement design patterns suggested by the GO4 (Gang Of Four). It is object oriented and interfaces smoothly with the engine. There were a few things that I found were more attached to the engine than to the code and these might be areas of improvement for next iterations of Godot however, I think being able to write each and every functionality of the engine in the code is going to be impossible for game engines as they use several different types of assets and inputs that need to be handled at the level of the engine. One example of such an input is the ‘signals’. Signals are feedbacks that are sent by any node in Godot whenever some pre-defined action takes places (collision to other nodes, collision with mouse etc.). Functions can then be written in GDScript which get triggered whenever the signal is received. The sig...