As of now, Goost tries to follow some of the philosophical principles when it comes to the development itself. This page is continuously updated to convey the current development approach.
Because Goost’s development depends on Godot’s development decisions, we advise you to read Godot development philosophy as well. Everything that goes below describe the difference between Goost and Godot development philosophies.
If something should be in Godot, let it be in Godot¶
Goost is not a Godot Engine fork. We’re not interested in the division of Godot community.
If you really believe that a particular feature should be implemented directly in Godot Engine for the greater good of everyone, please go ahead and create a Godot Improvement Proposal to be discussed and reviewed by Godot core developers first. A feature backed up by a Godot proposal that received a decent amount of user support is more likely to be approved for Goost development, even if no consensus is reached among Godot core contributors.
One of the main reasons why Goost exists as a project is because of Godot’s idea of being small to prevent feature bloat, which, of course, leads to a problem of being bare-bones in contrast with other equivalent (commercial) game engines. Goost aims to solve this problem by building upon Godot’s core functionality to deliver feature-rich experience.
No need to wait¶
We use Goost as a bridge that allows us to implement features independently of Godot’s review process and release cycles. Following this kind of development approach helps us to port existing Goost features to Godot itself with ease in the future, given that a particular feature is eventually approved for Godot development. If you think that a particular feature might be a bit controversial to implement directly in Godot, in all likelihood you should consider contributing to Goost. Don’t allow your feature proposals and pull requests stagnate in the Limbo!
Maximum workflow compatibility¶
Even though Goost is not an engine fork, we aim to replicate existing Godot development workflows in the best way possible. This allows to minimize the time it would take for existing Godot contributors to start implementing features in Goost. If you’re already familiar with the engine development process, whenever fixing a bug or implementing a new feature, always try to think of a problem in terms of Godot first.
There are type of tools which are not used often, but when you need them, you really wish they were there. Therefore, we strive to have the “batteries included” mentality whenever possible. Even if something won’t be used often, always strive for completeness. A user doesn’t have to make yet another utility script for something which should be an inherent part of a feature.
Extensibility and customization¶
Goost is designed to be extensible and customizable from the ground up. If something cannot be disabled, it’s most likely a bug.
We strive to look into the future, which help us avoid to redesign and rewrite the software, even before a limitation or problem starts to pop up in real-life projects.
We strive to find balance between extreme pragmatism and future-proofing. We don’t look too far into the future either, because that’s not designing for the future - that’s just anxious thinking.
Mindfulness is not speculation. Always think about possible consequences in relation to current state of art.
Scope of features being developed¶
In order to set up correct expectations, lets outline what kind of features are deemed meaningful for Goost development.
Goost’s development is mainly focused on game development needs, even if they’re marginally related. We also realize that Godot can be used to develop general GUI-only applications, so we don’t exclude the possibility of supporting these type of features as well.
Regardless of below criteria, you can also refer to the list of features already pre-approved for development, which is continuously updated.
Unfortunately, there’s no objective criteria when it comes to determining if a particular feature would be useful or needed for most or only a handful of the users, but lets make some estimations.
If you’re developing a new feature directly in Godot Engine, the proposed feature must be useful for at least 70% of the users. Now, if you’re developing a new feature in Goost, the feature must be useful for at least 30% of the users.
A lot of the existing Goost functionality is a result of not approved and not-yet-approved proposals by Godot Engine’s core developers but which received a general positive feedback from the rest of the community, or features which were removed in previous versions of Godot. Such a feature can most likely be considered as the best candidate for being included as part of Goost.
If you think that GDScript is still too slow for your use cases, you may consider re-implementing a feature in Goost using C++ if you think that it will benefit other developers (see “Usefulness” criterion). The most common bottlenecks may be math operations, procedural generation, machine learning etc.
Some existing Goost classes and methods reuse existing Godot Engine functionality which are unavailable in the official builds (a feature may be deemed too corner case for it to be exposed by Godot Engine core developers). If there’s some Godot feature which is inaccessible to scripting but nonetheless reachable through C++ code, that’s a good opportunity to expose it via Goost.
If you don’t want to reinvent the wheel and you need to use a feature for which there’s an existing C/C++ library which can be bundled as part of Goost, that’s also a justifiable reason for a feature to be integrated.
If none of this applies to you, chances are that a feature doesn’t belong to Goost as it can (and likely should) be implemented via GDScript, especially if the feature can be implemented in various ways which would only benefit a handful of users. Instead, consider contributing to a project such as Godot Node Extensions which aims to fulfill this need.
If you really want a feature to be included in Goost despite all of the above,
it might make sense to implement it as a module under the
directory. But bear in mind that the complexity of the added features is always
taken into account, as it has to be maintained. Likewise, if a new feature is
specific to a single genre of games (or domains), it must be implemented as
If you’re an independent Godot Engine C++ modules developer who wants to link an
existing module to be included as part of Goost, it may be worth to link the
module as a
git submodule. This might be the best option if you’d like to
have more independence over your module’s development, but most of the time this
is not required since the module can be maintained independently of Goost.
Nonetheless, if you’d like to share your module to increase discoverability, then feel free to open a pull request in the dedicated goostengine/godot-modules repository.
Feature removal policy¶
Features take never-ending maintenance work, but the capabilities to maintain them (personal motivation, funding, active maintainers etc.) may not be enough to further advance the project as a whole. Due to this, Goost defines a set of rules for removing features which may be obsolete, no longer useful, or prove to be very difficult to maintain.
Before removal, we always reach out to potential users using communication platforms (GitHub, Discord etc.) to figure out the current demand of a particular feature.
Note that we are unlikely (if ever) remove a feature just because it’s used only by a few users at a given period of time, as long as a feature is relatively easy to maintain. Unlike in Godot, Goost does not impose engine binary size limits which result from having new features implemented. Since Goost’s core development principles are customization and extensibility, engine’s binary size is a bad reason to remove a particular feature in Goost.
While we understand the frustration which may result from a lacking feature which was present in previous versions of Goost, we also hope that you understand the amount of work needed to maintain those features, especially when the work is done on a voluntary basis.
Whether a particular feature is going to remain or be removed largely depends on user support and the number of contributors interested in development.
You can find a list of such features at A list of deprecated and removed features in Goost tracker.
- If no user expresses interest in a particular feature for 90 days after announcement at the public tracker linked above, it may be removed in future versions.
- If a feature proves to be very difficult to maintain but is still desired, we attempt to disable a feature using build-time instructions first. This way, the code can remain in the Goost repository, and interested contributors can have a chance to update the code so that a feature properly works in the latest stable version of Godot Engine.
- If a particular feature is still needed but had to be removed due to huge maintenance cost, it can be resurrected in future versions of Goost by interested contributors.
- If feature is marked as experimental (via documentation), it may be removed regardless of the rules above.