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#GodotEngine 4.7 is here! ๐ŸŽ‰ Like a cult classic movie, Godot 4 has only gotten better with age; the 4.7 Director's Cut offers colors of never-before-reached intensity, helming a bevy of new features to eliminate any remaining friction between you and your vision! godotengine.org/releases/4.7/

godotengine.orgGodot 4.7 Release: Lights, Camera, Action!Like a cult classic movie, Godot 4 has only gotten better with age. This brings us to Godotย 4.7. With 3 years under its belt, the 4.7ย _Directorโ€™s Cut_ offers colors of never-before-reached intensity.

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Was surprised, too, looked into the source. "Could it be a suddenly ultra-slim web export? No wayโ€ฆ" sadly it isn't. ๐Ÿ˜… It's a GLB scene rendered to a Canvas element.

If you know something like Python or JS then GDScript should feel less alien just don't expect the type system to be as expressive as other languages; single inheritance with no interfaces beyond abstract classes, and no user defined generics

Other than C# which has the web export issue, I can only suggest investigating the use of either Rust or C/C++ Web export for the Rust bindings appear to be experimental I'm not sure if I can recommend Nim given the language author's reputation and the lack of a foundation

As someone who came to Godot from years of using Unity and C#, picking up GDScript with static typing wasn't very difficult. The trickiest part is just learning how Godot's node/scene system works (especially if you're coming from another engine like Unity that uses similar terminology)

Agreed, though strictly speaking I'd rather use C# for things but largely can't. I had to fully port disco tools from C# where I first wrote it to gdscript just so it would run everywhere. C# is unforunately still a second class citizen.

I definitely agree that being able to use existing libraries is a good use-case for C# over GDScript!

I just started using it on Linux and the migration from 4.6.2 to 4.7 was nice and smooth! ๐ŸŽ‰

And a nitpick, but as a Godot evangelist, I think a higher bitrate video (or an additional high-quality static image) would make for a better showing for the AreaLight2D. But as always, I LOVE THIS

--- Want me to start with Part 1 (GPU shaders in GDScript โ€” the biggest architectural leap) or Part 2 (wiring the unwired systems โ€” immediate, low risk)? Or both in parallel โ€” Part 2 in dream_engine.py while I write the GDScript for Part 1? โœป Churned for 1m 56s โฏ fouc 1 first, baby steps