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Godot 3.2

godotengine.org

71–80 of 141 posts

Re: Godot 3.2

#71

Earlier quoted context omitted.

> - 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!

Yep, that's it! The first thing I made was a roguelike with Godot and I had the same issue w.r.t procedural content and "static" content being disparate.

Someone on reddit showed me this same tip.

You can even change values on the remote tab and have them reflected live in your game, which is fun for prototyping.

Re: Godot 3.2

#72
post #36

Earlier quoted context omitted.

> 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.

It's reversed in most places historically. 0,0 is top-left. I think unity is the odd one here

Re: Godot 3.2

#73
post #70

I tried to learn it a little but I did not manage to understand how it works, I don't really like the whole WYSIWYG thing, it forces the developer to surrender control, and you waste a big amount of time teaching yourself how it works internally, time that could be spent being productive with a simple renderer. It also seems to support c++ as "gdnative", although it requires another compiler to link against godot's b…

I think you are missing the fundamental purpose behind game engines. Game and graphics programming is really hard, and at times unapproachable to a lot of people. Moreover, in the real world, even experts prefer to use game engines just due to the fact that it is almost guaranteed that a raw renderer you write yourself is not going to be as good and optimized as a game egnine's renderer.

Using game engines may not suffice to your use case, but for a lot of people that's the best way to develop games. This argument is similar to using a systems level language vs a higher level language.

I myself prefer game frameworks over either raw graphics APIs and game engines, since it provides me with my preferred level of control while meeting my particular needs. I can see where you come from, if your goal is to learn and highlight that in your resume, writing and experimenting against the graphics APIs are likely the best bet. But for a lot of people, their main goal differs from yours, which is to... make a game.

Re: Godot 3.2

#74
post #70

I tried to learn it a little but I did not manage to understand how it works, I don't really like the whole WYSIWYG thing, it forces the developer to surrender control, and you waste a big amount of time teaching yourself how it works internally, time that could be spent being productive with a simple renderer. It also seems to support c++ as "gdnative", although it requires another compiler to link against godot's b…

I think you are missing the fundamental purpose behind game engines. Game and graphics programming is really hard, and at times unapproachable to a lot of people. Moreover, in the real world, even experts prefer to use game engines just due to the fact that it is almost guaranteed that a raw renderer you write yourself is not going to be as good and optimized as a game egnine's renderer. Using game engines may not su…

If one doesn't understand how a game works, a framework is not going to help. This person will probably shoot himself in the foot.

Here is a good video about benchmarking unity https://www.youtube.com/watch?v=tInaI3pU19Y

Re: Godot 3.2

#75

Earlier quoted context omitted.

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.

and macOS support too, https://www.polygon.com/2020/1/23/21078948/rocket-league-mac...

Re: Godot 3.2

#76

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.

C# support is pretty great at this point. There are some awkward parts, but overall I don't think you really need to use GDScript. I think GDScript was the biggest mistake Godot made, but they are making strides to make the engine accessible via a conventional language.

Re: Godot 3.2

#77
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.

Yes. I think in Unity's case this is a consequence of their 3D and 2D originally (or maybe still?) being the same thing, so they preserved the X and Y axis between them.

2D coordinate systems almost always have top left as (0,0).

Re: Godot 3.2

#78

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…

Speaking of Godot, Epic and Linux: in your opinion, would Godot be a good platform to build a Rocket League clone? How good is it at networked games?

Re: Godot 3.2

#79

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...

Sure you can hire someone to do the port - they do advertise it on that very page.

But there is another open source game library, Monogame, that distributes their code for free for consoles. You just have to vertify that you are have signed the NDA before you get access to the code. They advertise this. So there is no reason that Godot couldn't do the same if they wanted to open that code.

Re: Godot 3.2

#80

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…

IIRC Godot also lets you change the font size, where in Unity it is fixed and awful. I have two 27 inch monitors. Unity looks great on my 4k one, but the UI is basically illegible on my 1440p one because of their janky font handling.
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