Godot 4.5 release
49 points by joshsharp
49 points by joshsharp
As one of the lead developers of the AccessKit project, which Godot used to implement cross-platform screen reader accessibility, I’m proud that our work has made it into a Godot release. Congratulations to the Godot team!
That’s great news! Especially since godot has felt like it was getting traction outside of game development.
I’m not using Godot, and I don’t think Godot will be the chosen one for what I’m about to describe but… I think the next biggest application development ecosystem (think Electron, Flash, Qt, gtk, React Native, Java, etc) will be a fully featured game engine, probably one that doesn’t exist yet. Because at the core a game engine is really just task and state management, standardized message passing, event loop, input handling, and abstracting away hardware/platform details. Then they typically have advanced tooling like is outlined in that post, people (in general) will eventually want to mix WYSIWYG, scripting, and native code in a manageable way.
I’ve been looking at the state of Rust GUIs and it’s kind of blowing my mind how much the cores of all of UI in Rust are game engines in everything but name and the general extensible mindset and tooling that comes with a game engine. (I’m talking about Zed and it’s GUI system, Vello, etc.) People are using game engine ‘design patterns’ all over the place now too, like so many of these have an “ECS”.
Bevy kind of blew my mind in this way because if you initialize it with just the core functionality it’s literally:
Besides the extremely welcome AccessKit improvement, I am elated to see PR #91006 land, which introduces the Logger class, allowing custom logging systems to intercept internal log messages, which was previously only possible using GDExtension, such as with Sentry.
Also really nice to see SMAA land in the engine, cool! Thank you to all contributors.