In this video, I talk about making component-like structures in Godot, which I feel is often overlooked.
Yes, GDScript is object oriented, but we have such a powerful tool (nodes) at our hands, we might as well use it to its fullest!
Using nodes as components is so much more flexible than rigid OOP inheritance trees.
Of course, if you over-do it, you'll just be shooting yourself in the foot; ideally you'd want a healthy mixture of both. That's why Godot is so great!
Join our discord: https://discord.gg/VTvG7ZQNdQ
Many people have been asking for a demo project. Here it is!
👉https://github.com/WhoStoleMyCoffee/ComponentsDemo
Btw, the plugin you see me use is a fork of Godot-Vim. Still a work in progress tho.
👉 https://github.com/bernardo-bruning/godot-vim
Music 🎵 ――――――――――――――――
- Los Encinos by Quincas Moreira
- Bossa Sonsa, also by Quincas Moreira
Timestamps ⏰ ――――――――――――――――
0:00 Demo
0:20 The problem with OOP
1:30 FPS analogy
2:08 ECSs
3:10 Godot as an ECS??
4:40 Handling components
5:44 Conclusion
#godot #godotengine