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Godot 3.2

godotengine.org

81–90 of 141 posts

Re: Godot 3.2

#81
post #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?

On a Mac? No.

Re: Godot 3.2

#83

Earlier quoted context omitted.

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.

If you search for "vim", you'll find there's already an issue: https://github.com/godotengine/godot/issues/17213 - the latest comment is about a year old and says: > The current implementation of the text field looked pretty much straight forward and exchangeable. So at anyone reading this, feel encouraged to grab this issue! :-)

FWIW, there is a GDScript syntax highlighter and completion plugin for vim [0], and there was also a GSOC project to add language server support for GDScript [1]. I don't know the exact status of the PRs besides that some parts of it haven't been merged yet, but some did apparently make it into Godot 3.2. I'm sure testing and bugfixes would be appreciated.

[0] https://github.com/calviken/vim-gdscript3

[1] https://godotengine.org/article/gsoc-2019-progress-report-1-...

Re: Godot 3.2

#84
post #47

Earlier quoted context omitted.

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_Li…

POV-Ray uses a left-handed system with Y-up. I think this is pretty unusual but I always found it strangely intuitive.

Re: Godot 3.2

#85

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?

I really don't see why it couldn't be done. Take a look at the documentation: https://docs.godotengine.org/en/3.2/tutorials/networking/hig...

To be fair though, in anything where minimal latency is important, the networking comms should probably be done outside the game engine, but I think just doing protyping with the networking api and then seeing if that is needed would be the way to go so you don't create work that isn't needed.

Re: Godot 3.2

#86
post #69

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…

If modding is your thing there's a proposal to implement it in a secure way: https://github.com/godotengine/godot-proposals/issues/389 Obviously having full game engines available for free has pretty much usurped modding's place in the games industry but they're still cool and you still get new games based on mods (PUBG is a recent example)

Very cool, thanks for the link!

I am also thinking hard right now about what kind of business model could fit best for foss gaming. That's a whole other conversation though I guess.

Re: Godot 3.2

#87
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.

Screenspace was always x-right, y-down (aka Cartesian quadrant IV) because that was the convention NTSC used to paint the screen.

3D has not had the benefit of an obvious hardware model to emulate. Y-up, Z-up, Y-down are probably the three most common variants though.

Re: Godot 3.2

#88
post #74

Earlier quoted context omitted.

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

Most of the effort that goes into a large game project is not in the runtime code, but in content creation: you probably only need one renderer or one physics system, but lots of levels, lots of characters with unique behaviors. So what does every one of the top general-purpose game engines provide? An IDE geared around content creation.

It is no surprise that you can find a benchmark where a general-purpose engine is slow. If you do nothing you go fast, but if you are supporting general-purpose use cases you add a lot of feature overhead, so you become slow. Why do pros use it, then? Because - if the engine is sufficiently extensible - they can use the built-in stuff as a placeholder and replace that subsystem with a custom one later. Project ships, everyone's happy.

With microbenchmarks based around scaling simple elements like "thousands of bullets" like the one in the video this point on general-purpose elements is especially important. As soon as you want to add any additional behaviors to those bullets your performance is going to plummet. And from a game design perspective, scale becomes boring very quickly. A player cannot really appreciate seeing more than a few hundred things on-screen at any moment.

So the way scenes are actually benchmarked in industry is by building out more of the behavior, adding placeholder assets at the estimated level of detail, seeing what frametimes result, and developing a scene budget around that. It all feeds back into the content creation pipeline again, because an optimized scene will have more care given to each of its assets.

Re: Godot 3.2

#89

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…

concerning the +5000 open issues on github, when are you going to pick a few and see what you can do to fix them?

Re: Godot 3.2

#90

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…

concerning the +5000 open issues on github, when are you going to pick a few and see what you can do to fix them?

Why should he/she? If I support Godot financially, I'm not going to pick up issues. Yet, I should be allowed to raise concerns, shouldn't I?
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