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Godot Editor running in a web browser

godotengine.org

31–40 of 128 posts

Re: Godot Editor running in a web browser

#31
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?

I'm guessing that an app written for WebAssembly in the first place would be faster than an app written for the desktop when they're both running in the browser.

Re: Godot Editor running in a web browser

#32

Earlier quoted context omitted.

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

That's the installed size of the metapackage containing no emacs executable, no elisp files, and no documentation.

On my system the emacs executable is 39M and the entire installed package is 128M. (Additionally, my Doom Emacs folder takes up another 840M.)

Re: Godot Editor running in a web browser

#33
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!

Godot seems to be a recommendation only for 2D projects. It's 3D support is lacking to the big engines. You can also see it in the showcase - it's 99% 2D projects.

Re: Godot Editor running in a web browser

#34

Earlier quoted context omitted.

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?

Yes, Godot would handle that very well.

Re: Godot Editor running in a web browser

#35

Earlier quoted context omitted.

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…

I don't know, to me the choice of their own NotPython as the main language seems like an incredible misstep to me. It's lacking in features (last time I checked they didn't even support basic things like lambdas), tooling and libraries.

There's a reason why both Unreal and Unity moved away from providing their own language.

Re: Godot Editor running in a web browser

#36

Earlier quoted context omitted.

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…

All these things. GLTF and godot have been amazing to me, though I do sometimes struggle with the asset flow but I'm getting better.

I've been using 4.0a and havent found anything with major breaks so far, and Vulkan really shines compared to opengl3.

It makes me so happy that I can have a game editor that aligns with my RMS-esque views (pro gpl). Now if I can just get my friends on board, many of them have invested so much time in unity or ue they don't want to switch. My goal is to have a prototype cool enough to draw them in eventually.

Re: Godot Editor running in a web browser

#37
post #32

Earlier quoted context omitted.

> 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

That's the installed size of the metapackage containing no emacs executable, no elisp files, and no documentation. On my system the emacs executable is 39M and the entire installed package is 128M. (Additionally, my Doom Emacs folder takes up another 840M.)

Ah so sorry about that. I should have checked.

Re: Godot Editor running in a web browser

#38
post #21

Earlier quoted context omitted.

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.

I've used both Unity and Godot at a hobby level and what I found was that with Unity, I spent almost all my time playing around with game mechanics. With Godot, I always spent a considerable amount of time importing resources and fiddling with them before being able to do anything useful other than add basic shapes to the screen. I think it's probably a problem of being the underdog with a much smaller asset market, but that's literally the one thing that made Unity worth checking out for me. I've downloaded most releases of Godot to play around with them as they come out though, so I'm really excited about it growing further.

Re: Godot Editor running in a web browser

#40

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?

She's not as small as she used to be (Currently sitting at 61.1MB and has been over 30MB since 3.0) but to put that in perspective, that's smaller than the binaries for Half-Life 2 and even Half-Life 1. The release binary is even smaller at 33.5MB!
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