vim-godot
Use vim and godot engine to make games (by habamax)
godot-fsharp-tools
A Godot Engine plugin to simplify using F# through the C# Mono language. (by willnationsdev)
vim-godot | godot-fsharp-tools | |
---|---|---|
6 | 5 | |
437 | 74 | |
- | - | |
3.4 | 0.0 | |
about 2 months ago | almost 2 years ago | |
Vim Script | GDScript | |
MIT License | MIT License |
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
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.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
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.
vim-godot
Posts with mentions or reviews of vim-godot.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-05-03.
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Are there any cross-platform high-level fully programmatic mobile frameworks like Apple's SceneKit, SpriteKit, and GameplayKit that do not depend on special IDEs or visual editors?
You can run a godot scene without the editor open. I use an editor plugin to do that. However, you'd have to create a scene with a node or setup an autoload in the editor. But then you'd have a code entry point. Godot would get you physics and scenes, and in my limited experience Godot seems capable of being very code driven. But there's tons of features that I don't know how you'd use without the editor (animations).
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Trying to get Neovim working as my default editor for Godot, but I seem to be missing something...
I followed the instructions on both the vim-godot GitHub and this article, yet I can't get any files to open in Neovim. I can get Neovim to execute scenes in Godot, so clearly they can communicate. Was there any more I needed to do beyond these simple steps outlined for the plugin?
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How can I stop Godot from opening a script in its editor every time I run the game? (Better yet: Can I disable Godot's text editor?)
I think if I can't figure a way to stop Godot from opening the script file in its editor, I'll go with this: https://github.com/habamax/vim-godot
- Setting up neovim for godot
- State of (neo)vim support in 2022?
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What do you NOT like about Godot?
Are you referring to this plugin? https://github.com/habamax/vim-godot
godot-fsharp-tools
Posts with mentions or reviews of godot-fsharp-tools.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2021-07-09.
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Error trying to install Fsharp tools
Hello guys I am new in Godot and I am trying to install this plugin FsharpTools, but i am getting these errors:
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Godot appreciation post
For what it's worth, Godot can do the same: there's a Godot version of Arcadia for using Clojure, and Godot F# tools takes some of the tedium out of using F#, though you have to make a small tweak to the .fsproj file it generates because the Mono assemblies moved. It works via a cheesy little hack: you make a C# script in Godot that's just an empty class that does nothing else but inherit from an F# class, and the F# project builds at the same time by adding it as a dependency of the Godot-generated .csproj file. Godot doesn't know anything weird is going on and it just kind of works :)
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Easiest lib to use for gui
For something OCaml-like but more approachable, it'd probably make more sense to try using the Godot game engine with F#. You can build the GUI itself visually, the godot-fsharp-tools plugin lets you piggyback on the C# support to write code in F#, and it's pretty easy to build for different platforms. The learning curve of figuring out how things work and translating it to F# is a bit steep, but can be mitigated by starting with the built-in GDscript and working in F# code where it makes sense as comfort and familiarity increases.
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What do you NOT like about Godot?
I looked at it before, but I'm generally more interested in languages like OCaml, F#, and Clojure (I tend to think and code in a more FP style so they suit me better) so I ended up using this plugin. I should probably give Nim another look since it has some features I like; I just really like the more advanced OCaml and F# type systems, making Nim seem like a step backward in that regard so I never gave it much consideration.
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Godot Engine on a Raspberry Pi 4 in action!
I haven't messed with it much lately but I was working from a combination of Godot F# tools and this 3-part blog post, plus a bit of trial-and-error. I don't have any good examples, I was doing a few tests to feel through how C# examples in the Godot documentation translated to F# and some random not-Godot-specific F# code setting up some data structures and logic. I'm more familiar with OCaml so I was basically trying to feel out F#/OCaml differences while figuring out F#/Godot integration, rather than make anything coherent enough to use as an example.
What are some alternatives?
When comparing vim-godot and godot-fsharp-tools you can also consider the following projects:
devdocs - API Documentation Browser
godot-ideas - Freely share and discuss ideas for Godot Engine core, module and plugin development
godot-docs - Godot Engine official documentation
ArcadiaGodot
SmartShape2D - A 2D Terrain Tool for Godot
Unofficial-Godot-Engine-Raspberry-Pi - Unofficial Godot Engine binaries for the Raspberry Pi.
vim-gdscript3 - Syntax highlighting and completion for GDScript 3
godot-proposals - Godot Improvement Proposals (GIPs)
Nim - Nim is a statically typed compiled systems programming language. It combines successful concepts from mature languages like Python, Ada and Modula. Its design focuses on efficiency, expressiveness, and elegance (in that order of priority).
Arcadia - Clojure in Unity
vim-godot vs devdocs
godot-fsharp-tools vs godot-ideas
vim-godot vs godot-docs
godot-fsharp-tools vs ArcadiaGodot
vim-godot vs SmartShape2D
godot-fsharp-tools vs Unofficial-Godot-Engine-Raspberry-Pi
vim-godot vs vim-gdscript3
godot-fsharp-tools vs godot-proposals
vim-godot vs Nim
godot-fsharp-tools vs Arcadia
vim-godot vs godot-ideas
godot-fsharp-tools vs Nim