Live data from Hacker News

Godot 3.2

godotengine.org

31–40 of 141 posts

Re: Godot 3.2

#31
post #21
post #14

Earlier quoted context omitted.

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…

Thanks! My dev setup would also be "for Quest, on a Macbook" 80% of the time, so it means a lot if you found the very same scenario to work :) ...still hacking around with Unity, but after I get a basic PoC of what I'm doing I might switch to Godot (with C# as the language) for developing the actual MVC.

Sounds good. Let me know if you have any questions =)

Re: Godot 3.2

#32

Earlier quoted context omitted.

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

That doesn't even pay for a single developer if factoring in taxes and other costs of employment.

I think there's only two full time developers on the project, and both are based in Brazil, so this actually goes a really long way.

Re: Godot 3.2

#33
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?

If you can write Python, you can write GDScript. You'll get bitten very occasionally with the differences, but the core language is extremely similar. As for a package registry...meh. There are a lot of built ins to GDScript that make depending on external code mostly a non-issue.

Re: Godot 3.2

#34

Earlier quoted context omitted.

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

That doesn't even pay for a single developer if factoring in taxes and other costs of employment.

They are already paying two full time developers from the Patreon money. There are actually software developers out there (the vast majority of them actually, the US is not the whole world) who do not make 6 figure salaries.

Re: Godot 3.2

#35
post #6
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 :)

Game engines are not the only path for that kind of app. I have written apps (not games) using just OpenVR and Vulkan. The only questionable choice in that combo was Vulkan - bootstrapping that was a major time sink. OpenVR doesn't have tons of documentation, but when you start out from one of the examples, you should be fine. It is a pretty decent API.

Yeah, there's not a lot of choice in how you represent an API for a VR headset. You have to give the implementing program a position and orientation at some point. And you have to do it fast. So I think most of the APIs end up pretty similar in concepts because of that. In some cases, the data structures are almost identical, other than the names of fields.

Re: Godot 3.2

#36

Been playing around with the Release Candidate, coming from Unity. Here's a list of things which I like / dislike: ++ Open License and friendly community. ++ The scene graph (node tree / prefabs) is well done, better than Unity. You can easily switch between scenes (Prefabs) through tabs and convert subtrees to separate scenes. Nesting scenes works really well. ++ The inbuilt scripting documentation is great. - C# is…

> 2D coords starting at the top left corner of the screen and increasing right/down is really confusing. If the player jumps, y goes down. It's a bit strange.

Where do the coords start in Unity? Just curious

Re: Godot 3.2

#37

Been playing around with the Release Candidate, coming from Unity. Here's a list of things which I like / dislike: ++ Open License and friendly community. ++ The scene graph (node tree / prefabs) is well done, better than Unity. You can easily switch between scenes (Prefabs) through tabs and convert subtrees to separate scenes. Nesting scenes works really well. ++ The inbuilt scripting documentation is great. - C# is…

Y-down coordinates still feel weird to me too, but that's a pretty longstanding convention for screen space coordinates:

https://www.ntu.edu.sg/home/ehchua/programming/opengl/images...

(via https://www.ntu.edu.sg/home/ehchua/programming/opengl/CG_Exa...)

Re: Godot 3.2

#38

Been playing around with the Release Candidate, coming from Unity. Here's a list of things which I like / dislike: ++ Open License and friendly community. ++ The scene graph (node tree / prefabs) is well done, better than Unity. You can easily switch between scenes (Prefabs) through tabs and convert subtrees to separate scenes. Nesting scenes works really well. ++ The inbuilt scripting documentation is great. - C# is…

Being in a similar boat, I agree with all of your points. I do think 3.2 includes at least a partial fix for:

> You cannot inspect the scene in the editor visually while debugging.

This video (https://www.youtube.com/watch?v=HuTKFha8QBs) shows how you can override the running game with what is in the scene view.

Re: Godot 3.2

#39
post #36

Been playing around with the Release Candidate, coming from Unity. Here's a list of things which I like / dislike: ++ Open License and friendly community. ++ The scene graph (node tree / prefabs) is well done, better than Unity. You can easily switch between scenes (Prefabs) through tabs and convert subtrees to separate scenes. Nesting scenes works really well. ++ The inbuilt scripting documentation is great. - C# is…

> 2D coords starting at the top left corner of the screen and increasing right/down is really confusing. If the player jumps, y goes down. It's a bit strange. Where do the coords start in Unity? Just curious

In Unity up is +y, down is -y.

In Godot it's reversed, I guess because screen updates usually start at the top left corner of the screen.

Re: Godot 3.2

#40

Been playing around with the Release Candidate, coming from Unity. Here's a list of things which I like / dislike: ++ Open License and friendly community. ++ The scene graph (node tree / prefabs) is well done, better than Unity. You can easily switch between scenes (Prefabs) through tabs and convert subtrees to separate scenes. Nesting scenes works really well. ++ The inbuilt scripting documentation is great. - C# is…

> - You cannot inspect the scene in the editor visually while debugging. This is what I miss the most coming from unity. Some things are really hard to debug this way, for example if you use procedural generation.

Does this include looking at the [Server] tab in the editor once the game is running? That shows dynamically created nodes at run-time.

Post reply on HN