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Squash The Creep Tutorial #3

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FrankCasanova opened this issue Mar 27, 2025 · 3 comments · May be fixed by #4
Open

Squash The Creep Tutorial #3

FrankCasanova opened this issue Mar 27, 2025 · 3 comments · May be fixed by #4
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new-demo New demo or content added

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@FrankCasanova
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I just done the Squash The Creep Tutorial, the second tutorial that Godot offer as a official guide to learn about how works the Godot Engine.
Godot offers two tutorials:

Image

the first one is already done and is on the repo already Dodge The Creeps.

the second one, its not here yet:

Image

i added comments before each line of code showing how GDScript looks like
before each line of code, was useful for me, maybe as well for newcomers:

Image

i "think" the code readability and syntax is the most adequate in the major of cases, with littles revision can be twek easy to the best version if there are any corner case.

Do I have permission to clone the repo and fight with CI until I pass all the tests? :)

@Yarwin Yarwin added the enhancement Ongoing improvements to existing demos label Mar 27, 2025
@Yarwin
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Yarwin commented Mar 27, 2025

I think this addition would be very welcome – feel free to translate squash the creeps to godot-rust and open the PR!

@Bromeon
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Bromeon commented Mar 27, 2025

Thanks a lot! Maybe to clarify a few things, see also Contributions in the ReadMe:

Keep in mind that this repo is not a collection of user projects, but an educational resource to complement the book and API docs of the library. Therefore, demos need to follow certain standards regarding code quality, documentation and maintainability.

Assuming you're talking about squash_the_creeps from the official godot demos, some questions:

  1. What are the main features it demonstrates? On Godot side, it's probably 3D... anything particular regarding godot-rust?

  2. I assume the godot-rust code is more or less a direct translation from GDScript? Were there bigger changes you had to do during porting (e.g. moving files, changing scenes, etc)?

    • In particular, are there parts that could not easily be mapped to Rust (e.g. lack of inheritance, default parameters, ...)?
  3. Did you use godot-rust master? (This repo's CI builds against it and may break for v0.2.x)

  4. What are bigger maintenance points we should consider in the near future, or in general?

    • Is the new signals API already used for custom signals? Unfortunately, Godot's own signals aren't yet ready, so this will need migrating as soon as we have it.
    • Others?

@FrankCasanova
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1:
Mainly cover the basics tutorials from Godot, that convey that 2D and 3D could be use as a practical projects as a starting point on tutorials.
i think is useful for newcomers that, before to take their hand dirty in personal project, could practice the godot-rust syntax with the basics project in order to make the user confortable.

2:
piece of code like this:
Image

especially complicated and counterintuitive for me, in my personal case.

3:
yes.

4:
i think similar to dodge-the-creeps, the principles are almost the same.

@Bromeon Bromeon added new-demo New demo or content added and removed enhancement Ongoing improvements to existing demos labels Mar 29, 2025
@Bromeon Bromeon linked a pull request Mar 29, 2025 that will close this issue
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