Godot 3.0 Release

No, I just like it because it stays out of my way and keeps things tidy. It also handles workspaces better than any other DE.

Declaring a variable "var" only means "figure the type out on your own, compiler". The compiler will do it at compile time if it can, otherwise it will raise an error and you will have to declare the type yourself. This means if you have a function
int PooInLoo();
and a variable
var amount = PooInLoo();
then the compiler can figure out that "amount" is of type "int" on its own instead of you having to write it down yourself. In general you should use var when you can, it makes the code more flexible at no cost. If you want to see what type "amount" has you just have to look up the declaration of "PooInLoo()".

Not anymore
godotengine.org/article/abandoning-gles3-vulkan-and-gles2

I use Gnome but I can't imagine the agony of using it without at least 5 choice extensions.

I'm curious about this, is this really recommended? Isn't this a tradeoff in code clarity/readability?

Trying to turn Gnome Shell into a more traditional desktop via extensions never works well. You'd be better off using literally any other desktop if you can't learn to like Gnome 3 for what it is.

Attached: Screenshot from 2018-03-11 09-48-40.png (1920x1080, 1.52M)

Why are you so pissy about a goddamn game engine/editor?

You just can't resist, can you?

GNOME is fine but certain things like the alt-tabbing being across work-spaces, lack of a dock, and the top-corner make it unbearable.

Of course I don't make it into Cinnamon.

Godot supports web-assembly (probably though emscripten) so you can run your games on any platform without using JRE or the Unity Plugin.

You can also use your existing C# and C++ code (probably GOAT Obj-C too but im not 100%) in addition to their python-centric scripting language.
Game objects are treated just like UI widgets in your scripts/code and you instance them into your trees.