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Godot Editor running in a web browser

godotengine.org

51–60 of 128 posts

Re: Godot Editor running in a web browser

#51

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…

It's a common fact that Godot's 3.x[0] renderer is lacking but if it can achieve these[1][2] then 4.0 will be a game changer

As a side note I like your comment ^^

[0] didn't say current because master branch to be the current branch and it already migrated to Vulkan [1] https://www.youtube.com/watch?v=HQYZBZybP9M [2] https://www.youtube.com/watch?v=cKtwW9yU6QU

Re: Godot Editor running in a web browser

#52
This is awesome. Question: everything I've read[0] about WebDAV indicates tons of compatibility problems between implementations, even those built into operating systems. I wonder what the plan is to deal with that?

Also, are there any off-the-shelf WebDAV client libraries for browsers?

[0]: https://news.ycombinator.com/item?id=10213657

Re: Godot Editor running in a web browser

#55

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?

I actually built a fairly functional combination of bullet hell and tower defense game in Godot about two years ago. Beware, though: the 2D lighting system for Godot is extremely slow, so if you want a buttery smooth FPS, don't do any crazy lighting.

Re: Godot Editor running in a web browser

#56

Earlier quoted context omitted.

> 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.

I'm a full time game dev and started a fairly large 3d project in Gotdot last September, I worked in it for about 2 months full time before moving to another project with another team. The bugs that hindered my productivity were mostly "land mines" that I discovered along the way. 1. I thought having my scripts as internal scripts sounded good for a week until I realized there are all kinds of undocumented problems w…

If we're thinking of the same dangling Variant bug, a fix was backported to 3.2.2 (releasing soon): https://godotengine.org/article/dev-snapshot-godot-3-2-2-bet...

Re: Godot Editor running in a web browser

#57

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…

Hi! I work on Godot Engine closely, improving the 3d asset pipeline.

Things move slowly in any large project.

Changes that were made for Godot Engine to make glTF2 import acceptable were done in October 2019.

However, a feature request to make the official glTF2 importer (Blender) import standard glTF2 properly will take until Blender 2.83 (LTS) to arrive in the next few weeks.

Three.js is also able to import standard glTF2. There is an amusing chart of failures on Github. https://github.com/KhronosGroup/glTF-Sample-Models/pull/243#...

FBX 3d asset import support in Godot Engine is the same struggle.

Supporting standard FBX is the goal because of the focus on open source ecosystems. Even when the current Godot Engine fully supports FBX (Godot Engine does not currently), it will take significant time to get Blender's incompatible variation of FBX to be patched in stable releases of both Blender and Godot Engine.

Other people are working on Godot Engine rendering for the next version, but I am joyed at reviews of the glTF2 work.

I hope for future success in Godot Engine projects.

Re: Godot Editor running in a web browser

#58

I'm not a game developer but it seems like syncing with a standard git repo would be ideal. Is that possible with games or do the assets prevent it?

git lfs plugin should help with that one. IIRC Godot's editor has some support for creation of git repositories

https://git-lfs.github.com/

Re: Godot Editor running in a web browser

#59
post #56

Earlier quoted context omitted.

I'm a full time game dev and started a fairly large 3d project in Gotdot last September, I worked in it for about 2 months full time before moving to another project with another team. The bugs that hindered my productivity were mostly "land mines" that I discovered along the way. 1. I thought having my scripts as internal scripts sounded good for a week until I realized there are all kinds of undocumented problems w…

If we're thinking of the same dangling Variant bug, a fix was backported to 3.2.2 (releasing soon): https://godotengine.org/article/dev-snapshot-godot-3-2-2-bet...

Good news!

Update: Although if I had continued with my project from September I would have shipped with this bug. That's quite a long turn around.

Re: Godot Editor running in a web browser

#60

Earlier quoted context omitted.

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.

I thought it was a massive misstep until I started using it heavily. Now I really like it. As to lack of lambdas, yes there are no lambdas, but coroutines are a first class citizen in gdscript, and network libraries, like Nakama for instance, use coroutines heavily. I prefer coroutines to lambdas anyways, and I think the industry is moving towards coroutines. There are a ton of good things about gdscript. I was a hat…

Coroutines and lambdas are orthogonal features. if the language supports it, a lambda can be a coroutine. Arguing that one will replace the other strikes me as nonsensical.

And I don't hate gdscript, I just think it's incredibly half-baked and feels very immature. It's understandable that they only have limited resources, but that doesn't make my experience with it better.

Languages matter an incredible amount because of how heavily they influence system design. You can design an awful system in any language, but if you have to treat everything like a nail because you only have a hammer, you're bound to make a lot of awful decisions.

Edit: also, good IDE support really is incredibly helpful for working on larger projects

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