Adding boolean variables for each item only scales so far, your inventory class has to know about all the items in the game.
The next simplist implementation would be to change the inventory to a list of strings, then your level can check if the list contains a given string without the inventory code needing modification.
If you need to track item counts (e.g. the player has 5 apples), then you can use a dictionary instead of a list. Then you can use the string as a key and store an integer as the value.
Some sacrifices were made… But the end result is a Godot project that works exactly the same, albeit with slightly worse performance.
The write up has lots of hard numbers for the executable size but only describes the performance impact in general terms.
It would be good to see some before and after performance numbers.
The project is Open Source (MIT license) and maintained by W4 Games with sponsorship from Meta. Contributions from the community are welcome!
This is a fantastic approach.
It would be great if other platform owners brought out official Godot support.
I know there are legal issues with the Godot project signing up for console developer program or releasing integration code as FOSS,.
But I don’t see any legal reason why cobsole platforms couldn’t make extensions like this or even export templates available to members of their developer program.
Its an impressive read!
The only thing they have ever done well is host a Q&A board and incubate niche communities.
Then they stopped doing that well.
My workplace calls it “n-jinx”, we know its nonstandard but its still what is understood by the team.
That was fast!
Edit: its great to see the games they highlight with the cover illustrations. They cover a variety of genres and all look like quality games with interesting design choices.
Interesting to see the doom recreation. The commentary in the subtitles is fascinating.
MPL is a weak copyleft license.
If they make changes to your files then they have to share their changes to those files with a reciprocal license.
It has no impact on the licencing of the rest of their project.
Is anyone across this issue enough to know which Godot versions are effected. Should networked games built with <=4.3 be updated to get this fix?