Earlier quoted context omitted.
> that it'll be around for the next few years. How is continuing development not "support"?
Continuing development is continuing development ... support is answering questions on forums, responding to issues on github, community management, that sort of thing.
Godot Engine – A decade in retrospective and future
141–150 of 168 posts
Re: Godot Engine – A decade in retrospective and future
#142Any recommended learning resources for Godot?
[0] https://www.gamefromscratch.com/page/Godot-3-Tutorial-Series... [1] https://www.gdquest.com/
Re: Godot Engine – A decade in retrospective and future
#143Earlier quoted context omitted.
A real draw for me is working with C++ in it, since both Unity and Unreal appear to favour managed languages (C#, some JS variant, some weird Python style thing, etc.) No real reason for preferring C++ except I want to learn it, and my pet project is a little game rather than yet another web app/thing that renders DB records to HTML/thing that takes one JSON blob and turns it to another. I never did computer science…
> yet another web app/thing that renders DB records to HTML/thing that takes one JSON blob and turns it to another Ouch, this is currently my "pet" project. I totally get what you mean though. I'm honestly not sure if it can even considered a pet project anymore, as it works way better than I expected.
It's no longer completely true, but honestly it's still kind of true. And I've been making my living writing them for years now ;)
Re: Godot Engine – A decade in retrospective and future
#144> The new rendering architecture will also allow companies working on console ports to more efficiently port the engine and offer our users the possibility of running their games on the most popular game consoles (something we will, unfortunately, never be able to offer officially due to legal reasons, thus forcing us to cooperate with companies porting it on their own). I didn't quite understand that part. What lega…
Their console APIs already offer the lowlevel control from Vulkan and are much older than Vulkan, so no, it is not from the begining.
And older isn't the reason not to offer Vulkan for developers. Nintendo managed to figure that out. So it's not "no", unless they are dumb and stuck in extreme lock-in mentality.
Re: Godot Engine – A decade in retrospective and future
#145I've been using godot for about a year now, and really like it. I am really excited about the upcoming vulkan renderer which should help with my main gripe which is no ambient occlusion. Some people have found some novel ways around it but I am choosing to just focus on my gltf assets and work on my blender skills in the meantime. Linux native gamedev is possible!
Re: Godot Engine – A decade in retrospective and future
#146Earlier quoted context omitted.
Their console APIs already offer the lowlevel control from Vulkan and are much older than Vulkan, so no, it is not from the begining.
It's not lower than Vulkan (Vulkan pretty much matches GPU functionality already). Lower would be GPU assembly or machine code. And older isn't the reason not to offer Vulkan for developers. Nintendo managed to figure that out. So it's not "no", unless they are dumb and stuck in extreme lock-in mentality.
Very few Switch titles actually use Vulkan.
Just like GL ES 1.0 on the PS 1, it is more a box to tick than anything else.
Re: Godot Engine – A decade in retrospective and future
#147Earlier quoted context omitted.
It's not lower than Vulkan (Vulkan pretty much matches GPU functionality already). Lower would be GPU assembly or machine code. And older isn't the reason not to offer Vulkan for developers. Nintendo managed to figure that out. So it's not "no", unless they are dumb and stuck in extreme lock-in mentality.
Over 50% of games on the Switch use Unity, with the remaining ones using Unreal or in-house middleware built on top of NVN. Very few Switch titles actually use Vulkan. Just like GL ES 1.0 on the PS 1, it is more a box to tick than anything else.
I.e. targeting Switch for them aligns well with their current Vulkan work. Targeting PS or Xbox - not really, they'll need to rely on translation (like gfx-rs), if one even exists. I'm not sure if anyone implemented Vulkan → GNM translation yet.
Re: Godot Engine – A decade in retrospective and future
#148Earlier quoted context omitted.
Over 50% of games on the Switch use Unity, with the remaining ones using Unreal or in-house middleware built on top of NVN. Very few Switch titles actually use Vulkan. Just like GL ES 1.0 on the PS 1, it is more a box to tick than anything else.
It doesn't matter what they use. We are talking about engines themselves here, like Godot. And they shouldn't be wasting time and resources working around lock-in stupidity. Offering Vulkan for developers is the right thing to do for every platform. I.e. targeting Switch for them aligns well with their current Vulkan work. Targeting PS or Xbox - not really, they'll need to rely on translation (like gfx-rs), if one ev…
Re: Godot Engine – A decade in retrospective and future
#149Earlier quoted context omitted.
Conway's Law (which of course is not really "law") would suggest the last option is the most likely. Given that other game engines don't really have this issue the other two options seem less likely to me too. [0] https://en.wikipedia.org/wiki/Conway's_law
Unity does have a lot of offices in different cities, maybe you're on to something.
Re: Godot Engine – A decade in retrospective and future
#150Earlier quoted context omitted.
Unreal has dropped their scripting language for a visual alternative called Blueprints. It is possible to make an entire game with it not writing any C++ and is possible to make one completely in C++. The best is of course using them together. And exactly the same applies to Godot. Just swap Blueprints for GDScript a Python-like scripting language. In a final note Unity, has dropped JavaScript. Though C++ can somehow…
> In a final note Unity, has dropped JavaScript. The thing that Unity dropped wasn't really JavaScript, and nobody in their right mind actually used it. It was called "UnityScript", and it was just a thin veneer over CLR that looked a bit like JavaScript, but exposed the CLR object model and C# APIs to arrays and dictionaries, etc, instead of supporting standard JavaScript APIs. The biggest problem was that most Java…