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.
Godot 3.2
31–40 of 141 posts
Re: Godot 3.2
#32Earlier 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.
Re: Godot 3.2
#33I 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
#34Earlier 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.
Re: Godot 3.2
#35Anyone 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.
Re: Godot 3.2
#36Been 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…
Where do the coords start in Unity? Just curious
Re: Godot 3.2
#37Been 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…
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
#38Been 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 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
#39Been 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 Godot it's reversed, I guess because screen updates usually start at the top left corner of the screen.
Re: Godot 3.2
#40Been 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…
Does this include looking at the [Server] tab in the editor once the game is running? That shows dynamically created nodes at run-time.