wow, this release looks really cool! this part especially:
> With the new LibGodot, you can now embed the engine directly into your own applications. Instead of running Godot as a separate executable, you can control startup, manage the engine loop, and integrate it seamlessly into custom workflows.
it might seem like a small thing but the IoC setup of Godot makes it really annoying to build certain game infrastructure (specifically in my case, automated testing) because everything is beholden to the main engine loop, to the node tree getting mounted, etc. being able to take control of that and have the engine run under your own terms is super cool.
that being said, I'll probably wait for a couple versions before trying it out on my game since I'm sure it's not exactly battle-tested yet
jokoon•1h ago
I am curious to see how much the editor have been increasing in executable size after each version
brooke2k•1h ago
> With the new LibGodot, you can now embed the engine directly into your own applications. Instead of running Godot as a separate executable, you can control startup, manage the engine loop, and integrate it seamlessly into custom workflows.
it might seem like a small thing but the IoC setup of Godot makes it really annoying to build certain game infrastructure (specifically in my case, automated testing) because everything is beholden to the main engine loop, to the node tree getting mounted, etc. being able to take control of that and have the engine run under your own terms is super cool.
that being said, I'll probably wait for a couple versions before trying it out on my game since I'm sure it's not exactly battle-tested yet