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Godot 3.2

godotengine.org

41–50 of 141 posts

Re: Godot 3.2

#41

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.

Wow, there's a "Remote" button in the scene window which does exactly that. Is this, what you mean?

Thanks! Learned something new!

Re: Godot 3.2

#42

Earlier quoted context omitted.

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.

Akien (project manager) isn't based in Brazil, he's French. And Juan (project manager) lives in Argentina (according to his GitHub).

George however, who has been employed only recently does live in Brazil (according to his GitHub).

Re: Godot 3.2

#43
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?

It's very limiting, and for many other reasons than the lack of a package registry. My advice is to not lose time with it and go straight to C#, unless your projects are throwaway game jam entries.

Re: Godot 3.2

#44

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.

There is a whole world out there, not only SV :)

Re: Godot 3.2

#45
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?

I've used Godot to make a few 2D games and the experience was wonderful compared to Unity (for me). GDScript is similar to Python and very easy to learn. Godot also has GDNative that supports bindings to lots of other languages, so you might want to look into that: https://www.reddit.com/r/godot/comments/bbfpa7/what_programm...

Re: Godot 3.2

#46
post #20

Need to try it ASAP, although I see the issue that prevented my kids from using it ( https://github.com/godotengine/godot/issues/24890 ) is still open - managed accounts present a few challenges, but I hope this has been sorted somehow.

Would running it inside a container and creating shortcut for your kids be a possible workaround?

Re: Godot 3.2

#47

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... )

Is Unity the odd ball? I've never done any serious game dev but I've done plenty of screen drawing and Y-down is the only convention I've ever come across.

Re: Godot 3.2

#48
post #47

Earlier quoted context omitted.

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... )

Is Unity the odd ball? I've never done any serious game dev but I've done plenty of screen drawing and Y-down is the only convention I've ever come across.

It's more that there isn't a standard, just a bunch of different conventions in different places. Unity is like DirectX, Godot is like OpenGL.

Most content creation software that I've used are right-handed with Z-up, maybe dating back to CAD packages treating floor plans (or other 2D drawings) as XY? Maya is an exception here with a Y-up, and I think SolidWorks might be in that camp as well.

https://twitter.com/DJ_Link/status/952185276218200065/photo/...

Re: Godot 3.2

#49

Godot has been a breath of fresh air for me lately (been running master branch for a while) and I know that it is going to only get better. I can't wait for the vulkan renderer to be ready, I think it's going to a game changer for godot. After Epic originally promised to make linux a first class citizen, I went all in ue4, but they lied and went back on all those promises, and I have since moved to a completely open…

Did they ditch the entire idea of having Linux support or is it just that they were slow on improving the compatibility?

Epic just acquired Rocket League and removed Linux support.

Re: Godot 3.2

#50

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…

I second the missing vim shortcuts. At some point I'll probably figure out where the editor source is, mess with it until I have 'i', 'esc', 'd', and 'w' working, then submit an issue on github. I think that sort of pattern is why you see so many open issues - there's just an absolute firehose (dare I say a generation of junior devs) of people looking at this project.
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