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Godot Editor running in a web browser

godotengine.org

21–30 of 128 posts

Re: Godot Editor running in a web browser

#21
post #2

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

One thing that I think would hugely shift godot's market share is a standardized asset format, similar to what Unity and Unreal have, so asset developers could offer assets in Godot-compatible format. It would be even more amazing if there was an easy way to import Unity resources. Maybe I just needed to do more research, but last time I tried, I had to pull out individual files, mess around with them in Blender, then import the model and the mesh into Godot separately, where I needed to arrange them together afterward. I think if the asset management was as simple as Unity's, Godot would be a no-brainer in many projects, especially smaller ones.

Re: Godot Editor running in a web browser

#22
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.

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.

Defining an 'order of magnitude' as 1024 seems a little odd to me. I would consider this to be closer to 3 orders of magnitued.

Re: Godot Editor running in a web browser

#23
post #6

Earlier quoted context omitted.

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.

Ya way fewer.

The scene file is actually _readable_!!!!

The node and resource systems are vastly more accessible than Unity IMO.

Workflow feels so much better in Godot than Unity.

Godot's problems are in it's 3D renderer. It's not very performant nor good looking and has some shadow bugs...

Godot 4.0 should fix all that stuff.

The renderer is fine for my indie/low poly style, but is pretty limiting for advanced post processing and realistic designs.

The particle system isnt very good in godot 3.x so far either.

Godot has some a noticable lag spike when shaders compile as well.

So, there's lots of issues related to rendering and advanced stuff, but for my purposes, godot is way more productive than Unity for me. And thats because:

- the scene hierarchy has a superior design

- the keyboard hotkeys are better

- compilation time is non existant

- hot reloading works

- gdscript is faster to write than C#

- scene & resource files are more git friendly

- documentation is local and in-editor

- gdscript has opinionated & accessible apis for things that other languages make hard (string manipulation, encryption, file system access)

Godot is the future. I promise you this.

Re: Godot Editor running in a web browser

#24
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.

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.

Visual Studio is probably way more than 25GB, and it's 2020 still.

Re: Godot Editor running in a web browser

#25
post #10

It's amazing that a native Windows/Mac app can be compiled to run in a web browser. However Web-assembly does not mean better performance. A native browser app would most likely be faster.

What do you mean by native browser app? Like JS + WebGL?

Re: Godot Editor running in a web browser

#26
post #21
post #2

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

One thing that I think would hugely shift godot's market share is a standardized asset format, similar to what Unity and Unreal have, so asset developers could offer assets in Godot-compatible format. It would be even more amazing if there was an easy way to import Unity resources. Maybe I just needed to do more research, but last time I tried, I had to pull out individual files, mess around with them in Blender, the…

As long as it doesn't follow Unity's approach (asset bundles). Unity's favourite thing to do is break asset bundle compatibility between versions.

Re: Godot Editor running in a web browser

#27
post #21
post #2

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

One thing that I think would hugely shift godot's market share is a standardized asset format, similar to what Unity and Unreal have, so asset developers could offer assets in Godot-compatible format. It would be even more amazing if there was an easy way to import Unity resources. Maybe I just needed to do more research, but last time I tried, I had to pull out individual files, mess around with them in Blender, the…

I'm not sure what you mean. Godot has asset formats that translate from project to project.

Re: Godot Editor running in a web browser

#28
post #24

Earlier quoted context omitted.

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.

Visual Studio is probably way more than 25GB, and it's 2020 still.

Depends on what packages you install, but my VS 2019 install folder is 2.5GB.

Re: Godot Editor running in a web browser

#29
post #18
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.

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.

The Chromium package on Arch Linux is around 68MB. The Electron runtime is a surprisingly reasonable size. Interestingly, the Go package is over 110MB. Rust is larger.

Re: Godot Editor running in a web browser

#30
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).

Would you recommend Godot for making a 2D bullet hell type game?
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