godot-engine.easy-charts
Gut
godot-engine.easy-charts | Gut | |
---|---|---|
3 | 26 | |
578 | 1,634 | |
- | - | |
5.8 | 7.7 | |
about 1 month ago | about 20 hours ago | |
GDScript | GDScript | |
MIT License | - |
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godot-engine.easy-charts
- Any good Godot chart plugins out there?
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Is it viable to use Godot to develop a Tool?
I've used this in the past, it worked great at the time. I guess its going through a big refactor currently though.
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Someone sees Godot's UI editor: I will make a app with that!
The community has filled in some of these UI gaps as they needed for their games, eg. https://github.com/fenix-hub/godot-engine.easy-charts , but there are gaps.
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?
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