api-viewer-element
Godot
api-viewer-element | Godot | |
---|---|---|
2 | 2,791 | |
280 | 100,679 | |
0.0% | 1.4% | |
5.6 | 10.0 | |
3 months ago | 4 days ago | |
TypeScript | C++ | |
MIT License | MIT License |
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For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
api-viewer-element
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A Retrospective of My Year as a Full Stack Developer and Indie Game Developer
Documentation generated with api-viewer web component, using my plugin to generate the manifest!
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Introducing: Custom Elements Manifest
Using a custom-elements.json file, it would be easy to generate or display demos for your component using tools such as api-viewer-element, or automatically generate Storybook knobs for your components. 11ty plugins could be created to automatically create your documentation sites for you.
Godot
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My game dev journey begins: Flappy Bee 🐝
On a quest to learn about game development with the Godot Engine, I recently took on the 20 Games Challenge. This whole challenge revolves around the idea that finishing a series of small scoped projects of increasing complexity is better than not finishing a Dream Game™.
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We Rewrote the Ghostty GTK Application
> extracted via reflection
I think you are talking about dispatch of virtual methods, which is still a thing, but the performance cost can be somewhat mitigated.
the names of the methods are interned strings (called `StringName`). a naive implementation will allocate the `StringName`, but you can avoid the allocation with a static lifetime string. we expose a helper for comptime strings in Zig[0].
then, extension classes need to provide callback(s)[1] on registration that lookup and call the virtual methods. as far as I know, the lookup happens once, and the engine stores the function pointer, but I haven't confirmed this yet. it would be unfortunate if not.
at least right now in GDZig, though this might change, we use Zig comptime to generate a unique function pointer for every virtual function on a class[2]. this implementation was by the original `godot-zig` author (we are a fork); it is an area I am still figuring out the best approach for.
virtual methods are only ever necessary when interfacing with the editor, GDScript, or other extensions. don't pay the cost of a virtual method when you can just use a plain method call without the overhead.
[0]: https://gdzig.github.io/gdzig/#gdzig.builtin.string_name.Str...
[1]: https://github.com/godotengine/godot/blob/e67074d0abe9b69f3d...
[2]: https://github.com/gdzig/gdzig/blob/5abe02aa046162d31ed5c52f...
- Godot: Free, open‑source game engine
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DevLog 20250805: Divooka Node Graph File Formats
Rationale for Godot’s custom INI format: GitHub discussion
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Top 10 Dev Tools That Will Define Engineering in 2025
Explore resources on Unity, Unreal Engine, and Godot for more.
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VisionOS Godot Engine support merged
I noticed that Godot Engine Apple Vision OS support is merged today. <3
https://github.com/godotengine/godot/pull/105628
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The ultimate open source stack for building AI agents
Godot + LLM backend
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Migrating Away from Rust
> I failed to fairly evaluate my options at the start of the project.
The more projects I do, the more time I find that I dedicate to just planning things up front. Sometimes it's fun to just open a game engine and start playing with it (I too have an unfair bias in this area, but towards Godot [https://godotengine.org/]), but if I ever want to build something to release, I start with a spreadsheet.
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Presentation Slides with Markdown
It’s definitely niche, but one of the best presentations I’ve ever seen was done in godot [0]
One of my coworkers copied our PowerPoint theme, built a super basic presentation mode with transitions and used the engine for interactive demos live in the slides running the code.
[0] https://godotengine.org/
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Native visionOS platform support in Godot
If you are talking about this link [0], the person answering is from the Godot team and not Apple.
[0] https://github.com/godotengine/godot/pull/105628#issuecommen...
What are some alternatives?
webcomponents - Web Components specifications [Moved to: https://github.com/WICG/webcomponents]
Cocos2d - Cocos2d-x is a suite of open-source, cross-platform, game-development tools utilized by millions of developers across the globe. Its core has evolved to serve as the foundation for Cocos Creator 1.x & 2.x.
elm-get
bevy - A refreshingly simple data-driven game engine built in Rust
gem-panel - A custom element <gem-panel>, let you easily create layout similar to Adobe After Effects.
Panda3D - Powerful, mature open-source cross-platform game engine for Python and C++, developed by Disney and CMU