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Godot 3.2

godotengine.org

91–100 of 141 posts

Re: Godot 3.2

#91
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, like many hobbyist gamedevs, have: 1) built fully bespoke games, 2) built my own game engine, 3) built games using low-ish level libraries (like phaser.js), 4) used game engines. I offer this history to show that I too enjoy writing my own code.

But I love Godot. I struggled with it too, at first, but probably around hour 6 of messing around, it all just clicked: Godot is actually a visual abstraction of object oriented programming. You get to write and extend visual classes, then instantiate them in scenes.

Once it clicked, I realized this is exactly what I wanted. An engine that knows how to do physics, 2d, 3d, etc, and gives me very fine grained control over how objects in this universe behave (basically, anything you can code, you can attach to a node).

So based on what you wrote above, I think you would actually like Godot. There is a steep learning cliff, but once you get past that Godot lives at just the right level of abstraction. Doesn't do too much, but does the stuff you shouldn't have to worry about.

Re: Godot 3.2

#92
The UI looks really polished, but it's missing one crucial feature - multi-monitor ("window") support - with docking.

Re: Godot 3.2

#93

Earlier quoted context omitted.

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.

This is an intentional design decision in the language - not having lambda functions / functions as first-class citizens makes the code easier to optimize internally.

Re: Godot 3.2

#94

Earlier quoted context omitted.

Epic just acquired Rocket League and removed Linux support.

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

Especially annoying because we used to play it all the time at the office and we've all got macbooks.

Re: Godot 3.2

#95

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.

Thanks for this! Didn't realize this was possible.

Re: Godot 3.2

#96

Earlier quoted context omitted.

*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.

A lot of assumptions going on in this comment. You should actually consider testing some of them to see if they're true or just mistakes on your part.

Putting that aside: developers who do this kind of (difficult, tedious and thankless) work are entitled to ask compensation for their effort, on top of everything else they do for free.

Re: Godot 3.2

#97

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 thought Y up in 3D was strange, coming from Blender/UE4 where Z is up. I was told Y up is coming from OpenGL.

Agreed about 2D being from top left. Makes sense in theory, feels unnatural in practice.

Re: Godot 3.2

#98
It took rather some poking around the site to discover that Godot is (apparently) a game engine coded in C#.

Hint for people posting release announcements: you could save a great many people quite a lot of time, cumulatively, with just a single short sentence in the first paragraph of your announcement. You probably would pick up some new participants who would have given up in disgust before they could discover what the hell the thing is.

Re: Godot 3.2

#99

Earlier quoted context omitted.

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.

A lot of assumptions going on in this comment. You should actually consider testing some of them to see if they're true or just mistakes on your part. Putting that aside: developers who do this kind of (difficult, tedious and thankless) work are entitled to ask compensation for their effort, on top of everything else they do for free.

Yes people are entitled to sell proprietary forks of free software - it's a non-copy left license so perfectly legal. However it puts Godot in a poor position relative to competitors. If you want a free console game engine you could use Monogame. If you want a non-free console game engine then you could use Unity or Unreal and you would have the advantage that you know up-front what it will cost and you know that it will be well supported by well-known developers throughout the lifetime of the console. Godot is a very compelling choice for PC and mobile, but the current situation of “there is console support but it’s a secret so we can’t tell you who makes it, how much it costs and how long it will be supported in future” makes it very difficult to recommend Godot over those alternatives to anyone developing console titles.

Re: Godot 3.2

#100
post #98

It took rather some poking around the site to discover that Godot is (apparently) a game engine coded in C#. Hint for people posting release announcements: you could save a great many people quite a lot of time, cumulatively, with just a single short sentence in the first paragraph of your announcement. You probably would pick up some new participants who would have given up in disgust before they could discover what…

It's not coded in C#, it's written in C++.

Release notes for a new version are not the place to list all the features of the engine. You can literally click on the home page and see "Object-oriented API with language options such as GDScript, C#, C++ and visual scripting.".

If people give up "in disgust" because they can't find what language the engine uses for scripting immediately in the first sentence of a release announcement then they're probably not cut out for making any kind of software which requires digging through documentation.

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