Thoughts on Godot 4 naming for physics nodes #5254
Replies: 3 comments 9 replies
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I'm all for sticking with the well known game industry and beyond naming conventions. However,
Did I miss something? Last time I checked core devs wanted StaticBodies to move as well (really bad idea imho). See #2184 #2867
DynamicBody, is as far as I understand, is the "meta" idea for anything physics driven, including SoftBody physics. Give them clear cut functionality which is not overlapping each other, and it will be a breeze to fix the naming. Otherwise this discussion will be endless, going on forever. |
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Instead of I would suggest:
Not all are bad things; I praise the devotion of the Godot developers to make the engine more accessible for everyone, but things can be eased and simplified until a certain point.. For the case being discussed here, the common sense says that is better keep names short and use industry standards. I would encourage anyone who wants that to give it visibility to let the devs know our opinion, otherwise we will be forced to use those names during years. About using |
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[Take it as constructive feedback] Something that I wonder is: On the other hand, if those names are kept as now, they won't align with industry standards, so its another barrier for users that already know the names in Godot 3 and users that migrate from other engines. Also it can be perceived by experienced developers as something opposed to "professional / serious". If another reason to change them to avoid confusions between versions, it only needs to clarify that Godot 4 is different to Godot 3. Conclusion:Better keep names short and following industry standards. |
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Godot 4 looks like its going really well.
But there's something that keeps me thinking since some time ago..
The new explicit names
RigidDynamicBody
,SoftDynamicBody
andAnimatableBody
sound long and confusing.RigidBody
is already an industry standard, just likeKinematicBody
.Not sure if is a good idea change it, as either users of previous Godot versions and those who migrate from other engines are already familiar with such.
There's plenty of info in the web for those terms, and are also the right technical ones, thus more appropriate.
What about to have either
MovingStaticBody
orDynamicBody
(as can move, contrarily toStaticBody
) instead ofAnimatableBody
, which sounds weird.Also
BodyCollision
instead ofKinematicCollision
, as it has become more "generic".Naming change suggestions:
What remains unclear for me is if keep
CharacterBody
or switch back toKinematicBody
.(the former is more descriptive, but the later is an industry standard)
About having more descriptive names.. such is good.
But keep names short is as well. (they already add
2D
|3D
at name ending)Instead of changing too much naming I would focus more on improve the definitions on API reference and promote its usage.
Pretty sure that many doesn't use it as much as they should.
The first short description in the top section (API reference) lets figure out what it is and does without too much jargon:
RigidBody
→ body affected by collisions (simulated physics), doesn't deform.SoftBody
→ body affected by collisions (simulated physics), gets deformed.StaticBody
→ body that can't be affected by collisions (simulated physics), but can be collided by others. Doesn't move.AnimatableBody
→ likeStaticBody
but can move by scripted motion.KinematicBody
→ body moved by scripted motionetc
Related:
#4072
#2184
#2867
https://www.reddit.com/r/godot/comments/wrwzig/what_should_rigidbody_be_called_in_godot_4/
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