godot-event-bus
Gut
godot-event-bus | Gut | |
---|---|---|
1 | 26 | |
1 | 1,650 | |
- | - | |
6.9 | 7.7 | |
3 months ago | about 13 hours ago | |
GDScript | GDScript | |
MIT License | - |
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godot-event-bus
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Riding the Event Bus inĀ Godot
If you do, great! You might not need the rest of this. But you might still want a ready-to-go Event Bus implementation for Godot, which you can find on my Github.
Gut
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Create non-game apps with Godot Engine
And it's extensible by plugins! I like using GUT [0] for unit tests, and it injects its own editor tab with a custom UI... which is just another Control node [1].
[0] https://github.com/bitwes/Gut
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Scan whole Godot 4 project for GDScript errors and warnings without running it?
I forgot to add that unit testing would be great for this. There's a couple frameworks out there, I'd suggest GUT: https://github.com/bitwes/Gut/tree/godot_4.
- GUT (9.0.1) for Godot 4 Released
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GdScript VS C#
There are some downsides. GDScript is a dynamically typed language, although you can use static typing, which is slightly more error prone. It doesn't innately support things like unit tests, either, although there's a decent unit test plugin that is in the process of being ported to Godot 4. It's a bit slower than C# for non-engine functionality as well, although you'll probably only notice if you are doing a bunch of nested loop operations (in which case you should probably refactor and try to avoid that kind of thing).
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Are there Godot Integration Testing Tools?
Allows to simulate input https://github.com/bitwes/Gut/wiki/Input-Factory
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my GDScript compiler is more then 20 times faster then Godot 4
I don't know if you're aware, but you can run some programs/scripts from the command line, even of tests. Using Gut, you can run tests from the terminal :
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How do you manage AssetLib addons with Git? Is there a way to install assets without adding all the files to my game's repository?
My solution in Godot 3 was to use sub-repositories. If I wanted GUT, for example, I'd fork the repo, move the contents of the addons folder to the root of the repository (and delete any extra root files), then import my GUT fork into my project as a subrepo. This meant that the entire module was stored as a single Git reference.
- How to write tests for GDNative plugins?
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The Godot Unit Testing (GUT) library is pretty good.
You can find the GUT library here: https://github.com/bitwes/Gut
- Is anyone here using GUT regularly? How's the experience been?
What are some alternatives?
godot-3-demos - Dozens of free and open source demos for the Godot game engine, version 3. Head to the link below for newer demos for Godot 4+
gdUnit3 - A Godot Unit Testing Framework
godot-steering-ai-framework - A complete framework for Godot to create beautiful and complex AI motion. Works both in 2D and in 3D.
wat - A Testing Plugin for Godot Game Engine
godot-tiled-importer - Plugin for Godot Engine to import Tiled Map Editor tilemaps and tilesets
Godot-Tween-Interactive-Cheat-Sheet - Interactive cheat sheet for Godot's Tween node easing and transition types
OpenCppCoverage - OpenCppCoverage is an open source code coverage tool for C++ under Windows.
vpuppr - VTuber application made with Godot 4
godot-visual-effects - Open-source visual effects designed in Godot, from our VFX Secrets course.
Qodot - Quake .map support for Godot. [Moved to: https://github.com/Shfty/qodot-plugin]
viewport-spy - Godot editor UI to spy on what a Viewport is rendering. Useful for debugging.
wat - An open source project on accessibility