" @kirakira@furry.engineer
well after a bit of hassle i have saving and loading working in my game \o/
now if only godot had something like cinemachine, that’d set my tails a-waggin’
im not sure if i gave credit to godot for this, but the animation system is so so so much better than unity’s though. i actually really enjoy working with it and 3d stuff (more or less) in godot. i’m still trying to figure out how to precisely attach stuff to bones still, but once i get that i think i’ll have to say Godot’s 3d stuff is better than unity’s (at least, builtin stuff)
@foxysen ah yeah, that’s fair. bevy’s not ready (for me, anyway) and requires too much tooling to have all the stuff required to make the games i wanna make. i want to get a feel for the current state of engines so that i can make an informed decision about what i wanna use for the stuff i’m working on
ah, in a similar vein, ClassDB, the “class information repository” for “every available class”, only stores engine classes. script/user classes are stored in ProjectSettings 
and while i’m thinking about types, i’m sure there’s a good reason but why are there so many special cases in the godot typeof keyword??? vector2, vector2i, vector3, vector3i, vector4, and vector4i are all entirely distinct from one another?? like, those things aren’t similar in the slightest??
so now im trying to serialize/deserialize godot structures for my save/load system, and apparently
Object.get_class() -> String returns the builtin/native class name from which a class derives, not the name of the actual classScript.get_global_name() -> String which returns the class_name of a script!im
waking up after my third nap today “wow i think i’ve been asleep more than i’ve been awake for the past 3 days”
the melee announcer that lives in my head: A NEW RECORD!