Godot Engine - Scenes and Nodes

So a few days ago I started using Godot Engine (available here). I had been looking at various engines to speed up development on personal projects. Having tried Unity and not fully gotten on board with it, I wanted to see what else was about.

Prototyping ideas, and doing so quickly, is really important. Having many unfinished projects in C++, Java, C# etc I realised that those routes are fine. I love programming, but there’s nothing worse than getting to a playable point and realising the idea is no fun. I had a play around with Clickteam Fusion and is great for the job, but still frustrates me that I can’t just type/program what I want it to do.

I’d heard great things about Godot and the only thing making me hesitate was the use of their own scripting language – GDScript. Its a Python-line language…I simply thought “yuck”. But, three days into it I am absolutely loving it.

This blog was created to document my learning and discoveries of Godot Engine. I love it and sometimes its great to have your own resources for reference.

Scenes and Nodes – Not a scene like in a film or Unity but, it can be. The documentation is great for Godot and it does a very good job of educating users to its architecture. Nodes are the base object/class of everything. Nodes can be children or parents of other nodes. A scene is required to have one root-node. A scene can also be viewed as a node in some respects, as you can parent a scene to another scene as an instance. Essentially, Godot engine gives great flexibility in letting the developer choose how to best organise these scenes and nodes. (reference here)