Not sure if this is fully part of this community. But maybe could be a good read for the folks here since this is focused in the GameDev in he Unix systems.

This is how I organize my Godot Template for development. And a fair bunch of code. All code is AGPL so if you use this code, your codebase is also AGPL.

If this is too far from the community, I can delete this post, sorry for streching the community definition.

All feedback is welcomed.

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2 comments in c/gamedev@lemmy.world view that post
[–] 4 points 2 weeks ago (1 child)

Getting a logger into the template early is a good call, probably the bit I'd leave till way too late. Nice of you to share it

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  • [–] [S] 2 points 2 weeks ago

    To be honest, this wasn't the first Singleton I added... But it's the entry point for my template at least. Since this is important when you have prototypes from 2 years ago that I want to pick something else. And the engine updated, and I don't know what to do.

    But yeah, agree the earlier the Log exists, better it is.

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  • 1 comment in c/godot@programming.dev view that post
    [–] 1 point 2 weeks ago

    For a prototype Logger, the thing that saves me most is cheap context tags (scene + system) on every line so you can grep one subsystem after you abandon half the experiment.

    Second: a "debug only" channel that is a no-op in export builds — keeps the habit of logging freely without shipping noise.

    Curious how you handle log volume when a prototype runs for weeks and the file grows — rotate, ring buffer, or just wipe between sessions?

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  • 1 comment in c/gamedev@programming.dev view that post
    [–] 2 points 2 weeks ago

    On the logger: one thing that paid off for us is keeping the last ~200 lines in a ring buffer in memory and attaching them automatically to any bug report or crash, along with a small dump of game state. Most player bug reports are one sentence, and those 200 lines are usually where the actual answer is.

    On the license: AGPL is a fair choice for your own game, but for a template it'll scare off a lot of people, since anything built from it inherits AGPL. If you want others to start projects from it, MIT/Apache for the template (or dual licensing) is more common in the Godot world.

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