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Godot 3.2

godotengine.org

111–120 of 141 posts

Re: Godot 3.2

#111
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…

You might want to look at how the editor is built. The editor uses the Godot engine as an "engine" (as opposed to a framework).

So the UI and everything are written in C++.

That seems to be exactly what you are looking for.

Re: Godot 3.2

#112
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…

So even looking around and following links, I still guessed wrong about what the hell it is.

Nobody asked for, or needs, a list of "all the features" in a release announcement. Saying what the project is (such as that it is some kind of "engine", and maybe even what kind?) would have been a completely different, and much shorter and overwhelmingly more useful statement.

What should motivate a reader who cannot even tell what it is to spend time groveling around to find out whether they might be interested in the thing? Hint: most projects are not interesting to most people. Forced to guess, the best guess has to be "no".

I am repeatedly astonished that such elementary reasoning seems beyond so many.

As it happens, for example, a game engine in C# is of zero interest to me, but one in C++ could be quite interesting. I dismissed it as a direct consequence of the failure of the announcement to give me any reason to pay it any more attention.

Re: Godot 3.2

#113
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…

> some poking around

It's just one click on the logo to go their home page that says it's a game engine with some big features like being open source.

Re: Godot 3.2

#114

Earlier quoted context omitted.

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.

I also totally missed this last time i looked at Godot - so off to to play again - thanks for highlighting this.

Re: Godot 3.2

#115
post #112

Earlier quoted context omitted.

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…

So even looking around and following links, I still guessed wrong about what the hell it is. Nobody asked for, or needs, a list of "all the features" in a release announcement. Saying what the project is (such as that it is some kind of "engine", and maybe even what kind?) would have been a completely different, and much shorter and overwhelmingly more useful statement. What should motivate a reader who cannot even t…

If having to click on the logo to go to the home page sends you into such an apoplectic rage then I don't know what to tell you. If you look at, for instance, the .NET Core 3.0 release notes[1] there is no mention in the first few paragraphs of what it is. You have to click away to see it.

"I am repeatedly astonished that such elementary reasoning seems beyond so many." Perhaps you're just wrong? If everywhere you go smells like shit you should check your shoes.

[1]https://devblogs.microsoft.com/dotnet/announcing-net-core-3-...

Re: Godot 3.2

#116

Earlier quoted context omitted.

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.

I also totally missed this last time i looked at Godot - so off to to play again - thanks for highlighting this.

There's good context/discussion in the PR that implements the game camera override/"hot camera" in 3.2: https://github.com/godotengine/godot/pull/27742

Re: Godot 3.2

#118
post #112

Earlier quoted context omitted.

So even looking around and following links, I still guessed wrong about what the hell it is. Nobody asked for, or needs, a list of "all the features" in a release announcement. Saying what the project is (such as that it is some kind of "engine", and maybe even what kind?) would have been a completely different, and much shorter and overwhelmingly more useful statement. What should motivate a reader who cannot even t…

If having to click on the logo to go to the home page sends you into such an apoplectic rage then I don't know what to tell you. If you look at, for instance, the .NET Core 3.0 release notes[1] there is no mention in the first few paragraphs of what it is. You have to click away to see it. "I am repeatedly astonished that such elementary reasoning seems beyond so many." Perhaps you're just wrong? If everywhere you go…

I realize that by now I should not be astonished, only disappointed. It is probably not your fault; education has been in decline for a long time.

I feel no slight temptation to look at .NET announcements, nor to draw conclusions on good practices from them.

But all of the apoplectic rage is clearly on your side.

Re: Godot 3.2

#119
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…

> some poking around It's just one click on the logo to go their home page that says it's a game engine with some big features like being open source.

If you happen to click on exactly the right thing, maybe you get taken somewhere useful. Or, not, as in this case. I needed to do quite a lot more clicking to verify it is C++, and more to find out it (or anyway the part I saw) is C++03. A single sentence in the announcement, or even on the home page, would have saved that effort.

Being mysterious must provide some other benefit, to someone, if it has such vehement defenders. I know better than to ask what or who.

Re: Godot 3.2

#120

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?

I'm so happy, that Godot is open source and it's one of the main reasons for me to switch from Unity. Closed source is such a mess, if there are bugs, which never get fixed or features, which are half baked. And there are quite a few in Unity.

They mentioned in the article, that they closed 2000 issues for 3.2 and that's quite an achievement. I simpy hope, that the main maintainers can handle the load. Triage new issues and managing open ones is draining and not a fun task.

I mean to look into the list, maybe find some low hanging fruit, but it costs so much time if you ain't familiar with the engine. Time which could be used to write games... :)

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