Is it super wearing to see how we are focusing on what is wrong in the critical thoughts. Cherry-picking sentences that we can nullify and focus only on that ones. It is not my intention to be right in what I say, it was not my intention to say "everything is right" in this article when I shared it here. My intention is: "Is there something here we can reflect on, and learn from?". And focus on this, ignoring the rest, or even expressing our gratitude that someone took so much time writing it and saying: "Hi, thanks for your thoughts, this and this we have been working on it already, on this I don't agree, can you extend?. This other is important and helped us to reflect, we will back to you".
duane If consoles are really your target [...] Free software cannot, by definition, address that.
I am not expecting Godot to have an "export to console" button in-house (for the reasons that have been mentioned). I am just expecting that a project created with Godot can be ported to the consoles, even if it is done by a third-party service, and that there is not any intrinsic technology dependency that makes this impractical. A good answer will be to see examples of Godot 4 projects successfully ported to consoles.
I am reading here, and I am not finding any example of a successful Godot 4 ported game (I see a show case in youtube but don't know if they are Godot 4). I read this though:
That being said, we support console porting for Godot 3 and 4, GDScript or C# (other lang support also possible). We might be even doing a port of a Godot 2 title soon, but we'll see
Also some notes about technical limitations:
You can use compute shaders if you like. All current platforms support it nowadays, but it might not be a good idea on the Switch as it would severely affect performance. This would require further assessment in order not to have problems later.
duane If consoles are really your target, not just a pie-in-the-sky goal, you should probably look elsewhere
I really hope this is not right. It may be, right now, "a pie-in-the-sky goal", but definitely I would love to have once a game in the Switch. And it is possible as shown in the show case above. But a lot of things have changed in Godot 4 and I would like to know if it is still doable in an affordable way, and what are the caveats.
duane You might also consider that these explanations are valid.
I do
duane I've never encountered a piece of software that actually stuck to their projected schedule
My neither (25+ years software architect experience, 8+ years CTO), believe me, I know this by heart. This doesn't undermine the importance of having one.
duane A road map for a project built by thousands of volunteers with different agendas would be guesswork at best
The fact that the project has thousands of volunteers with different agendas makes the importance of having a long-term road map even more important. It may be a guesswork but it makes common objective visible.
duane What "way" do you think we're defending?
The "we are doing everything totally right, God blesses us, and anyone showing a slight critique thought should be expelled when not burned to the ground" way.
duane Godot is just a collection of software, and the developers are just people who added to it. The actual software development is not as organized as a company, and you're going to be disappointed if you try to think of it like that.
I understand this. I am a very satisfied user of many open-source software, including Godot. The fact it is open source doesn't compete with a proper PR review organization. Of course, things can be leaking, it happens in all software projects, but I was curious about the infamous "inexperience-based" data structure decisions. That if they are true, they should be spotted by an experienced developer doing the code review. Again, this has been clarified.
Production ready for what?
We are fooling ourselves if we are ignoring the obvious flaws of Godot 4. We just have to take a look at the change log in 4.x versions.
If I was paranoid and didn't trust your stated motivation, I'd guess that either you were looking for someone to trash godot with you (not likely). Or you were padding your post count (meh). Or you wanted someone to show you a golden road to getting the problems you have with the engine fixed. (As far as I know, it doesn't exist.) Fortunately, I'm not that paranoid
Or you can just have a positive thought about my intention. I am a humble hobbyist (so far) indie developer who is very happy to have found Godot (almost 1 year ago, coming from 2 years with Unity), and who likes it a lot. And who is worried about the orientation may have been leaning towards, and who is interested to know if the community is healthy (humble and self-critique) and has a warm attitude towards newbies and that the decisions and the long-term goal resonates with me.