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Godot 3.2

godotengine.org

51–60 of 141 posts

Re: Godot 3.2

#51

When I started developing RetroWar[1], I found Unity quite a disappointment, and so I developed my own custom engine in Kotlin. It works very well, but it took several years. Recently I tried Godot because I was looking for something simple I could teach to kids[2], and I was amazed how easy it makes game creation. I made these games with no experience in just a couple of days! https://github.com/electronstudio/godot…

*lack of public exporters. Because of the NDAs around shipping for these platforms, no one can "advertise" that they have the exporters, but the truth is that there are consultants/gamedev shops who have done this work for all of the current platforms. You just have to get in touch with them via the community.

EDIT: This page has some backstory: https://docs.godotengine.org/en/3.0/tutorials/platform/conso...

Re: Godot 3.2

#52

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.

The developers live in Argentina I believe and it pays for 2 of them. There's a world outside SV...

Re: Godot 3.2

#54
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.

Every game or graphics library i've used had y-down coordinates. It always confused the hell out of me and I'll still make mistakes sometimes. It's the opposite of the machines I spent every day programming. They're all y-up.

Re: Godot 3.2

#55
My son (10 years old) wants to learn how to make games so we sat down together and went through the tutorial from the beginning. Very enjoyable.

Re: Godot 3.2

#56

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.

Don't forget cost of living and lack of other benefits.

Re: Godot 3.2

#57
post #6

Earlier quoted context omitted.

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.

That is true. Some of the OpenVR input event handling and compositor interaction is a bit weird, if you need any of that at all. The rest is quite straightforward.

It's not the API itself, but juggling all the different coordinate systems (room, eyes, controllers etc.) that tends to keep things interesting.

Re: Godot 3.2

#58
post #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.

GDScript is just Python that has some tweaks.

For example to preload a child node you put this in a node's member space.

onready var enemy = $Enemy

Variables needing to be declared with the var keyword is the biggest change in the language.

var flag = some_function_result()

Other changes include expanding Python with more keywords useful for the editor and game programming.

It is very nice for prototyping. Still looking forward to that C# AOT support in later releases.

Re: Godot 3.2

#59

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…

I'm planning on using Godot for my next game but I hate the scripting language. It feels ad-hoc and I can't stand the absence of anonymous functions.

Re: Godot 3.2

#60
post #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.

GDScript is just Python that has some tweaks. For example to preload a child node you put this in a node's member space. onready var enemy = $Enemy Variables needing to be declared with the var keyword is the biggest change in the language. var flag = some_function_result() Other changes include expanding Python with more keywords useful for the editor and game programming. It is very nice for prototyping. Still look…

It doesn't have lambda, even the bad lambda from python.
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