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Godot Engine – A decade in retrospective and future

godotengine.org

131–140 of 168 posts

Re: Godot Engine – A decade in retrospective and future

#131
Does anyone have any experience or knowledge about the process of porting a Godot game to consoles?

I know it’s not built into Godot because all the sdks/apis are behind NDAs for the consoles, I was wondering how difficult it is, what it entails and if anyone has experience going the suggested route of hiring the company on the Godot site to do the porting.

More so than performance this would be the biggest blocker for Godot I would think ( not that it’s in any way it’s Godot fault ... it’s consoles being consoles )

Re: Godot Engine – A decade in retrospective and future

#132
post #126

I am coming back to Unity for a side-gig VR thing after not touching it for a couple years. Unfortunately the timing is not great since they are still sorting out all the new offerings (XR Plugin vs. Player settings, Input systems, ECS from prefabs, etc.) Is anyone doing VR with Godot? I have a couple questions: 1. What's the development cycle look like? In Unity I can hit play and put on the headset (Oculus Quest w/…

I have started VR development very recently for a small side project and I am very happy with Godot (I mentioned the link in one of the other replies, it's calle VRWorkout).

Currently you should use the 3.2 Beta and have to install the godot_oculus_mobile plugin yourself, but once that is setup, you have an Android symbol in your Godot Editor and can hit play to get it running on the Oculus Quest headset.

It's reinstalled for each time you hit play, so that takes a few seconds. I don't know how unity handles this.

Performance wise you are on your own I guess, so you should know what to do and what not to do to achieve good performance.

Don't know about language bindings, I am using GDscript as it is close enough to python to get by.

From my point the whole experience was a breeze, given that's it's free and a really small download I would definitely at least check it out before trying something heavier.

Re: Godot Engine – A decade in retrospective and future

#133
post #126

I am coming back to Unity for a side-gig VR thing after not touching it for a couple years. Unfortunately the timing is not great since they are still sorting out all the new offerings (XR Plugin vs. Player settings, Input systems, ECS from prefabs, etc.) Is anyone doing VR with Godot? I have a couple questions: 1. What's the development cycle look like? In Unity I can hit play and put on the headset (Oculus Quest w/…

I have started VR development very recently for a small side project and I am very happy with Godot (I mentioned the link in one of the other replies, it's calle VRWorkout). Currently you should use the 3.2 Beta and have to install the godot_oculus_mobile plugin yourself, but once that is setup, you have an Android symbol in your Godot Editor and can hit play to get it running on the Oculus Quest headset. It's reinst…

Cool, thanks for the feedback! I didn't see the source code on your repo - just release builds... did I miss something or is it closed-source?

Unity also takes a few seconds, it's not instantaneous, but much better than the proper build/deploy route which can be minutes

Re: Godot Engine – A decade in retrospective and future

#134
post #133

Earlier quoted context omitted.

I have started VR development very recently for a small side project and I am very happy with Godot (I mentioned the link in one of the other replies, it's calle VRWorkout). Currently you should use the 3.2 Beta and have to install the godot_oculus_mobile plugin yourself, but once that is setup, you have an Android symbol in your Godot Editor and can hit play to get it running on the Oculus Quest headset. It's reinst…

Cool, thanks for the feedback! I didn't see the source code on your repo - just release builds... did I miss something or is it closed-source? Unity also takes a few seconds, it's not instantaneous, but much better than the proper build/deploy route which can be minutes

I only released the first test version a week ago and it's relying on the beta of godot as well as a patched export template to support hand tracking, that's why I haven't released it yet. There is currently development going on to integrate the necessary changes into the godot_oculus_mobile plugin and into Godot itself to support that. Once it can be run without patching several different components I will add the source. Or if too many people ask and giving that explanation becomes more work than actually supporting them to get it running before everything works out of the box :)

Re: Godot Engine – A decade in retrospective and future

#135
post #82
post #72

That the Godot scene editor is made with Godot seems to be an excellent example of how eating one's own dog food can exercise and improve the basic technology.

It's fairly common practice in compilers (for good reason), i.e. the D compiler is now written in D and the Rust compiler is written in Rust etc. I think the first Haskell compiler was written in Miranda but that's before my time. You get to test the product without waiting for feedback from the real world and you also end up with a test suite (in effect) for free.

How do compilers compile themselves before the first iteration? This always confused me

Re: Godot Engine – A decade in retrospective and future

#136

I've been looking for a lightweight 2D engine to use on Android. Something I can use to build simple 2D games with small binaries that load quickly and run on lots of hardware. (Like I might use SpriteKit for on iOS.) Should I look further into Godot Engine, or is it more of a "heavyweight"/loads-of-features engine like Unity and Unreal?

Godot is worth trying. I found it easier than Unity/Unreal to pick up, especially for 2D. Also check out https://defold.com/ — it’s an excellent game engine that perfectly suits your 2D/mobile/lightweight requirements. The team behind it (at King) are very active both in listening to the community and with their release cycle. It has a bunch of features bigger engines still lack (hot reloading, fast testing cycle and…

Last I checked, Defold/King require that you let them collect analytics from players' devices in order to ship games with their engine (i.e., your game becomes a trojan horse for their data harvesting regime). It was buried in the terms and a nasty surprise when I found that out (luckily, still in the early stages of experimentation). Permanently destroyed any trust I might put in their offerings.

Re: Godot Engine – A decade in retrospective and future

#137
post #135
post #82

Earlier quoted context omitted.

It's fairly common practice in compilers (for good reason), i.e. the D compiler is now written in D and the Rust compiler is written in Rust etc. I think the first Haskell compiler was written in Miranda but that's before my time. You get to test the product without waiting for feedback from the real world and you also end up with a test suite (in effect) for free.

How do compilers compile themselves before the first iteration? This always confused me

You compile the next version of the compiler using the previous version. That does mean that the first version of the compiler cannot be written in the target language. Once you've got that working you can write a new compiler in the target language and compile it with the previous compiler.

Back in ye olden days the first assembler was written in machine code. The first C compiler was written in assembly, and the first D compiler in turn was written in C.

Re: Godot Engine – A decade in retrospective and future

#138

Earlier quoted context omitted.

Godot is worth trying. I found it easier than Unity/Unreal to pick up, especially for 2D. Also check out https://defold.com/ — it’s an excellent game engine that perfectly suits your 2D/mobile/lightweight requirements. The team behind it (at King) are very active both in listening to the community and with their release cycle. It has a bunch of features bigger engines still lack (hot reloading, fast testing cycle and…

Last I checked, Defold/King require that you let them collect analytics from players' devices in order to ship games with their engine (i.e., your game becomes a trojan horse for their data harvesting regime). It was buried in the terms and a nasty surprise when I found that out (luckily, still in the early stages of experimentation). Permanently destroyed any trust I might put in their offerings.

That doesn't seem to be the case any more.

They shut down the dashboard/analytics service and offer opt-in analytics add-ons and third-party analytics services now: https://forum.defold.com/t/announcing-dashboard-and-analytic...

Re: Godot Engine – A decade in retrospective and future

#139
post #30

It seems like some of you have some real love for Godot. How come you decided to use/recommend Godot over Unity when it was less mature? Was it much better along some axis that Unity didn't provide? What makes it better along that axis? Usually happens when something is 10x better at something new that people care about that the incumbent is blind to or is structurally incapable of addressing. I'm just wondering what…

I like Godot to play around with because there's no mental effort attached to "but what if I release this eventually". 99% of everything I've ever built is just quick little play projects, but taking on a commercial engine (even if the license is free) ties my brain to different concepts.

Godot just frees your mind from that side of things, and so in that case, it's a 10x experience if that long-range commercial element taxes your mind.

Re: Godot Engine – A decade in retrospective and future

#140

Earlier quoted context omitted.

Godot is worth trying. I found it easier than Unity/Unreal to pick up, especially for 2D. Also check out https://defold.com/ — it’s an excellent game engine that perfectly suits your 2D/mobile/lightweight requirements. The team behind it (at King) are very active both in listening to the community and with their release cycle. It has a bunch of features bigger engines still lack (hot reloading, fast testing cycle and…

Last I checked, Defold/King require that you let them collect analytics from players' devices in order to ship games with their engine (i.e., your game becomes a trojan horse for their data harvesting regime). It was buried in the terms and a nasty surprise when I found that out (luckily, still in the early stages of experimentation). Permanently destroyed any trust I might put in their offerings.

Am intrigued, as I was an early Defold user and the analytics requirements were quite explicit at the time (as was the requirement to put code through their VCS) throughout the dashboard and general information pages. When were you using it?

I believe both of those are now no longer required though.

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