When you graduate from making small games to making a large game, you start running into architectural problems, and if you don’t handle them well your codebase becomes inflexible. The effect is that you won’t touch things to improve your design or to add features because you’re afraid something will break in the process.
Especially if you’re a solo developer working on an ambitious project, what you need is a flexible codebase.
I made 2 lightweight architectural addons that could save you months of hassle dealing with structural and temporal coupling issues (aka things breaking): CSLocator and CSConnector!
There is of course no substitute for getting a good sense for game architecture and OOP principles, but if you follow their usage guides you will be equipped to solve some of the most thorny architectural problems for Godot games in an elegant way.
Both addons follow the same pattern of finding ancestor/descendant nodes through the scene tree at the cost of performance. They support a codebase life-cycle of keeping flexible architecture for most of development and then making inflexible performance optimizations only much later in development. Accordingly, I designed them to make it easy to refactor away from them when performance becomes an issue.
So basically, according to my calculations and architectural theories, these addons should be the bee’s knees and great for pretty much every mid-to-large project in Godot. However, I only have my own use-case to judge them by right now. So consider trying them out, and I would love to hear feedback about how they’re working for you!
Poll - Do you believe the hype?
- Bee’s knees
- Moderately useful
- CSNope
- What is this “things breaking” problem everyone else keeps having?