

The project started out using Java, and I got tired of how many lines it took to write something that I knew could be one line in Python. This means I have to do a lot of computation, at least initially, to generate the lattice. I'm toying with doing a voxel game on an aperiodic lattice (3D Penrose tiling). I'm familiar with Python but in a less professional way comfortable with doing things on the command line, not as comfortable with creating virtual environments (I've dealt with it occasionally). Nop, I have absolutely no idea who's using the projectĭefinitely love the approach of only committing a requirements and config file though.
Godot python android#
Side note here: I'm doing Android development on my daily job and seeing Android studio which is basically IDE+emulator+cross compilation toolchain+debugger+packager+dependency management+bitcoin miner (judging by how much ram/cpu this monster eats ) I'm definitely convinced we don't want to take the path of a fully integrated development experience -)ĭo you get any sort of reporting / numbers on how many people use the project? I totally agree, Python ecosystem already work in a certain way so we should try to stay as close as possible to it. If we think most people use godot-python are using it for similar reasons, I think we wouldn't need a GUI or too much automation, though some is appreciated. Should we leave this to the command line or can we provide a GUI within Godot to allow user to do this in a user friendly way ?įor me, I use godot-python because I use python every day for work, so I'm very comfortable using the command line, creating virtual environments, etc.
Godot python how to#
However this ask the question on how to add/remove dependencies to the requirements.txt and update the virtualenvs accordingly. This seems like a good way to bootstrap your project on a new computer (hence the user wouldn't have to save pythonscript and the python dependencies as part of it game project, but only the requirements.txt and potentially a small config file specifying which version of pythonscript should be used)
Godot python install#
On top of that the installer could also be responsible for doing the python -m ensurepip and python -m pip install -target=python_deps_release -r $RELEASE_REQUIREMENTS_PATH & python -m pip install -target=python_dev_release -r $DEV_REQUIREMENTS_PATH gd files and is designed not to changes too often), then it would be responsible for downloading&installing the last version of pythonscript compatible with your OS and Godot version. I'm currently working on install manager for pythonscript: you would install this installer from the assetlib (it's only a couple of. pyproject.toml, setup.py, setup.cfg, setuptools, distutils, poetry and other buzzwords ^^).
Godot python full#
On top of that, it could be good to add support for requirements.txt (having DEV_REQUIREMENTS_PATH/RELEASE_REQUIREMENTS_PATH in godot python settings).Ī full setup.py support seems to much of a hassle from my point of view given how messy this format is (cf.

addons/pythonscript/window-64/python.exe -m pip install -target= is a complex command, it would be much better to have a script wrapping this (typically using the godot -script=my_script.gd command, though is this really simpler if user has to type godot -path my_project -script res://addons/pythonscripts/pip_for_dev install black ?).


It would be better to automatically do this on install (or maybe ship directly pip, but given it's not something CPython is doing I guess it's not a good idea to do it ourselves)
