Multi-interest scene tree structures are a disaster

That is your opinion and you are welcome to it. It is my opinion that you are wrong and almost everything you said here is, in my opinion, verging on ridiculous. It would also be my opinion that you are trolling for fun.

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It seems that you simply do not understand the concept of a tree structure.

A selection of very specific cases

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The entire purpose of OOP breaks down when you separate one object into many “objects” with different responsibilities. It is very intentional that every task that belongs to one object is part of that object.

And how would you tell the different trees what object their nodes belong to? If you mirror the structure across all the trees that’s just an overcomplicated version of what we have right now.

I suppose if you don’t like OOP then Godot really isn’t for you and you shouldn’t even be talking about scene trees and nodes. But the paradigm is suited very well for game development, and procedurally programming complex games (in a readable way) is pretty difficult.

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It’s really quite simple if you’re interested in multiple scene trees you have to first plant a tree, in the game of course… Watch it grow! Take good care of it and if you’re lucky you might see some really good root structure and it’ll provide some fruit that would then fall to the ground and through luck and chance you would plant another scene tree and then taking care of that one. You can watch it grow…

It all makes really good sense really if you think about it. To be perfectly blunt you should always start with a seed first. You just can’t get a tree without one!

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