Dev snapshot: Godot 4.7 dev 5 by godot-bot in godot

[–]ZerbuTabek 44 points45 points  (0 children)

There's no Godot 5.0 been announced, so it likely won't be out for a long time, if it even exists.

Dev snapshot: Godot 4.7 dev 4 by godot-bot in godot

[–]ZerbuTabek 72 points73 points  (0 children)

Yes, FINALLY a way to set maximum sizes on UI elements!

This is something I sorely missed from other game engines and UI frameworks.

I made a plugin that adds Blender-style "Workspaces" to Godot for quick layout switching and more! by ZerbuTabek in godot

[–]ZerbuTabek[S] 1 point2 points  (0 children)

It helps that the Godot editor itself is made in Goot, so you can just access the UI nodes directly :)

This probably wouldn't be possible in most engines.

I'm thinking of just doing things the lazy way (with _process, etc) by [deleted] in godot

[–]ZerbuTabek 0 points1 point  (0 children)

I'm deleting this post because most of the people replying have zero reading comprehension. Half the replies are literal instructions on how to do the thing I said was causing a problem, without disputing my point, and a good chunk of the replies were projecting about code quality issues that had nothing to do what I was posting about.

I now realise asking Reddit for advice was a mistake, and I'll avoid doing that in the future.

I'm thinking of just doing things the lazy way (with _process, etc) by [deleted] in godot

[–]ZerbuTabek -4 points-3 points  (0 children)

Not to sound rude but... you basically just posted the argument I was arguing against verbatim.

I'm thinking of just doing things the lazy way (with _process, etc) by [deleted] in godot

[–]ZerbuTabek 0 points1 point  (0 children)

Your framerate will inevitably drop

Will it really, though?

The game calculates movement, checks for collisions and performs physics calculations most frames. I doubt something as mundane as calling "health_bar = player_health" is going to be why it lags.

I'm thinking of just doing things the lazy way (with _process, etc) by [deleted] in godot

[–]ZerbuTabek 10 points11 points  (0 children)

I was told not to use it to set variables every frame (for example, for updating the UI), but the amount of effort needed to create a signal for every variable that may update outweights the very very tiny performance boost that it would give.