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Godot 3.2

godotengine.org

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Re: Godot 3.2

#11
post #7
post #3

Anyone here using Godot for VR/AR dev? ...curious what's the story here and how it stands against Unity on this front since I'm lately interested with developing VR productivity apps and using a game-engine seems like kind of the only viable cross-platform solution for this, the path that others have taken too. But which engine... that's an open question, and I'm not that fond of Unity :)

I built that [1] with it. Getting somehting playable was incredibly fast (but I guess that's not different from unity), and I have not hit any major roadblocks yet. Development was rather smooth. The fact that the hand tracking was supported even before it was supported in Unreal Engine (as far as I know) is also a major plus. A big shout out to Holger Dammertz who did the work on that. [1] www.vrworkout.at

Just checked out your project's github, very impressive. Can't wait to get my Quest and trying it out, thanks for sharing.

Re: Godot 3.2

#12
post #7

Earlier quoted context omitted.

I built that [1] with it. Getting somehting playable was incredibly fast (but I guess that's not different from unity), and I have not hit any major roadblocks yet. Development was rather smooth. The fact that the hand tracking was supported even before it was supported in Unreal Engine (as far as I know) is also a major plus. A big shout out to Holger Dammertz who did the work on that. [1] www.vrworkout.at

Just checked out your project's github, very impressive. Can't wait to get my Quest and trying it out, thanks for sharing.

The github page does not yet reflect the very latest release, still have to upload the video (due to lack of time :) ). But the latest version has an additional freeplay mode without music (just the sound effects), that way you can play your own music hit the drum to the beat of the music to tell the game the BPM and then you can play to your own background music.

Re: Godot 3.2

#13
post #3

Anyone here using Godot for VR/AR dev? ...curious what's the story here and how it stands against Unity on this front since I'm lately interested with developing VR productivity apps and using a game-engine seems like kind of the only viable cross-platform solution for this, the path that others have taken too. But which engine... that's an open question, and I'm not that fond of Unity :)

I'm making RoomWithAView [1] in Godot. Not quite a productivity app, more an apartment builder/computer interface. Although on a bit of a hiatus (and a bit buggy) for the time being.

I'm pulling in desktop screens to VR which can be moved and placed as wanted. Working on pulling in individual applications and doing application launching. Aside from that it exposes a good bit of file system access in game. So a decent amount of stuff a productivity app may want to do.

I'm not a Unity guy but I briefly tried VR in Unity and the support seemed quite fractured. SteamVR has multiple versions across stores/github and I wasn't sure which to use, ditto for various tool kits. Godot I just downloaded a sample project and striped it down then worked off that.

The hardest part is doing anything non-gamey. Occasionally I'll make a help post and people will just reply "why would anyone want to do that?" but the C# support means you can use just about any libraries out there, so pretty much anything is possible with enough fiddling. I dropped the idea but even had OpenCV working with the Index's webcams at one point.

[1] https://ark1ve.itch.io/roomwithaview

Re: Godot 3.2

#14
post #3

Anyone here using Godot for VR/AR dev? ...curious what's the story here and how it stands against Unity on this front since I'm lately interested with developing VR productivity apps and using a game-engine seems like kind of the only viable cross-platform solution for this, the path that others have taken too. But which engine... that's an open question, and I'm not that fond of Unity :)

I can recommend Godot for VR. I switched from Unity to Godot a couple of months ago and haven't looked back. I'm developing for the Quest on Mac and Godot is significantly faster in building to run on your device. Plus, the hot-reload feature means that you don't need to rebuild every time (although once your Quest goes to sleep you need to rebuild). Other than that, I love Godot's node system, that it's compatibile with a mulitude of languages (although GDScript is awesome and I didn't need to add C# or something as of yet).

If you're looking at the Quest, Holger Dammertz is doing an awesome job with the Oculus Quest Toolkit[0] where I'm also a contributor.

[0]: https://github.com/NeoSpark314/godot_oculus_quest_toolkit

Re: Godot 3.2

#16
I make 2D games and it seems that Godot is good for that. I'm scared of GDScript though, e.g. not being able to use a package registry that normally comes with standard languages. What's everyone's experience?

Re: Godot 3.2

#17
post #15

Folks, if you love Godot make sure to support them on their Patreon: https://www.patreon.com/godotengine (I'm not affiliated with Godot, I just use it and love it)

They’re currently at $10,000 a month, or $120,000 a year. That’s really amazing!

Re: Godot 3.2

#18
post #16

I make 2D games and it seems that Godot is good for that. I'm scared of GDScript though, e.g. not being able to use a package registry that normally comes with standard languages. What's everyone's experience?

After looking into as many engines as I could find, I chose godot for a 2D game. I don't have significant game creation experience, but I've consumed a lot of media and pay close attention. While I'm not neck deep in development, GDScript seems perfectly reasonable. Most of what it's used for is in making things that are somewhat custom/demand labor anyway. Menus, object interactions, etc. It just takes a few days of playing around with test scenes.

What I have yet to try to tackle is the C import tool. Let's say I have a grid of many objects that interact with each other. I don't necessarily want GDScript to be running the logic for 10,000 objects (an extreme number, I'd likely limit it to less, but I still like the idea of keeping performance in mind). So C is a good choice. But suddenly I have to establish and maintain a big connection between GDScript and C. Everytime a feature is added it has to be added in several places. Maybe this is just the way things are done and I should just do the work. I'm worried it is the wrong way to do it.

Re: Godot 3.2

#19
Supporting the web target for c# is a HUGE deal for me as someone that makes hobbyist game jam projects and doesn't want to learn another language (already know c#, not thrilled about learning GDScript).

I can't understate how much of a big deal the growing support for c# is. Both for non-game devs who want to dip their feet in making games and also luring in current Unity developers.

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