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Godot Editor running in a web browser

godotengine.org

11–20 of 128 posts

Re: Godot Editor running in a web browser

#11
post #6
post #2

Godot is such an amazing/polished game engine. I like it a lot more than Unity (at least for 2D).

How does it compared to Unreal? I've been using it a little to try and make a VR game and it's generally quite good I'm finding there are loads of bugs, or at least weird behaviours with materials and the OpenGL ES3 mode. And every time you change a setting it compiles like 3000 shaders which takes half an hour. Quite frustrating!

One of my favorite parts about Godot is that it gets away from those crazy load times / lockup you experience in Unity/Unreal. The .import file it associates with your asset is plaintext. Definitely running into fewer merge conflicts.

Re: Godot Editor running in a web browser

#12
post #2

Godot is such an amazing/polished game engine. I like it a lot more than Unity (at least for 2D).

It's getting there, I think it's missing the top layer of polish. I've been working with it for a couple years now and it has some bugs that really hinder development speed.

That being said, once those issues are fixed I think it'll be a hard choice to not use Godot (for what I do, more 2D work).

Re: Godot Editor running in a web browser

#13

I'm still amazed how small the Godot editor is (last time I checked it was ~25MB). Just how are they able to pack this much functionality into such little space?

I guess its all relative.

In the late 80s I was impressed by a full Wordstar compatible text editor for Turbo Pascal which only occupied 25K (including the compiler). Times have indeed changed.

Re: Godot Editor running in a web browser

#14
post #13

I'm still amazed how small the Godot editor is (last time I checked it was ~25MB). Just how are they able to pack this much functionality into such little space?

I guess its all relative. In the late 80s I was impressed by a full Wordstar compatible text editor for Turbo Pascal which only occupied 25K (including the compiler). Times have indeed changed.

A lot of the godot size is the images it packs in itself.

When I cloned the godot repo, I could understand the architecture just by the file names.

I started falling in love with it as the easily understandable file names started streaming down from the cloud.

It's truly a public good.

Re: Godot Editor running in a web browser

#15
post #4
post #2

Godot is such an amazing/polished game engine. I like it a lot more than Unity (at least for 2D).

I clicked on the doc link from within the native editor. It is less of a tutorial than I had hoped. Do you have a suggestion for getting started with it?

I recently got started by following couple videos on YouTube which are not hard to find. I've just followed very basic lessons, mainly to get familiar with non-programming aspects (scripting part is very easy if you already know programming).

There is also a Humble Bundle out there right now where you can get some basic lessons as low as $1[1]

[1] https://www.humblebundle.com/software/learning-game-coding-a...

Re: Godot Editor running in a web browser

#16
post #2

Godot is such an amazing/polished game engine. I like it a lot more than Unity (at least for 2D).

It's getting there, I think it's missing the top layer of polish. I've been working with it for a couple years now and it has some bugs that really hinder development speed. That being said, once those issues are fixed I think it'll be a hard choice to not use Godot (for what I do, more 2D work).

> I've been working with it for a couple years now and it has some bugs that really hinder development speed.

What bugs do you think hinder dev speed?

I am vastly more productive in Godot than in Unity.

Currently I think the only criticisms I have are the 3D renderer is bad (whoop 4.0 lets go!), and there is not a strong community/asset marketplace.

I _love_ the workflow, though.

Re: Godot Editor running in a web browser

#17
post #2

Godot is such an amazing/polished game engine. I like it a lot more than Unity (at least for 2D).

It's getting there, I think it's missing the top layer of polish. I've been working with it for a couple years now and it has some bugs that really hinder development speed. That being said, once those issues are fixed I think it'll be a hard choice to not use Godot (for what I do, more 2D work).

I think although it is missing that layer of polish, the underlying foundation layer is so much better built.

Re: Godot Editor running in a web browser

#18
post #13

I'm still amazed how small the Godot editor is (last time I checked it was ~25MB). Just how are they able to pack this much functionality into such little space?

I guess its all relative. In the late 80s I was impressed by a full Wordstar compatible text editor for Turbo Pascal which only occupied 25K (including the compiler). Times have indeed changed.

Well, we should be impressed with 25MB for a decent game editor since the other players like Unity and Unreal Engine are probably around 25GB. It's also a fraction of Slack or Chrome or even the Rust compiler I believe.

Re: Godot Editor running in a web browser

#19
post #13

I'm still amazed how small the Godot editor is (last time I checked it was ~25MB). Just how are they able to pack this much functionality into such little space?

I guess its all relative. In the late 80s I was impressed by a full Wordstar compatible text editor for Turbo Pascal which only occupied 25K (including the compiler). Times have indeed changed.

1 order of magnitude in 40 years? Doesn't seem a lot, but if applies exponentially would mean we will have some IDE in 2060 that's 25GB and someone will find it impressive. That's a lot of bytes for an editor.

Re: Godot Editor running in a web browser

#20
post #13

Earlier quoted context omitted.

I guess its all relative. In the late 80s I was impressed by a full Wordstar compatible text editor for Turbo Pascal which only occupied 25K (including the compiler). Times have indeed changed.

A lot of the godot size is the images it packs in itself. When I cloned the godot repo, I could understand the architecture just by the file names. I started falling in love with it as the easily understandable file names started streaming down from the cloud. It's truly a public good.

> A lot of the godot size is the images it packs in itself.

For comparison, emacs's installed size is 76K [1].

[1] https://packages.debian.org/sid/emacs

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