@yurisizov@mastodon.gamedev.place
Post #2198846
2026-03-16 13:21 UTC
@efi@chitter.xyz Let's be honest, there are very few plugin devs and they mostly get by with tree wrangling techniques that we've been using since forever.
Though I now have a newfound perspective that approaching editor components like you would scenes in Godot, giving key parts meaningful names, etc is just a generally good idea for code quality and maintenance.
I'd push for this now, but I don't partake in engine dev anymore.
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