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Godot Editor running in a web browser

godotengine.org

71–80 of 128 posts

Re: Godot Editor running in a web browser

#71
post #32

Earlier quoted context omitted.

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.)

> Additionally, my Doom Emacs folder takes up another 840M. HOW?

Hd texture packs ?

Re: Godot Editor running in a web browser

#72
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.)

On my Windows machine, the emax64 distribution (many packages) shows up as 491MB.

But on Windows, it seems that every app like this is essentially a Linux/mSys distro that just happens to run the application.

Of course, apps in general are getting that way.

Re: Godot Editor running in a web browser

#73

I wonder when firefox will re enable SharedArrayBuffer.

Seeing as it's available in Firefox Nightly, it'd imagine it'd be in the next release provided it doesn't present any problems from then and now.

A feature introduced in e.g. Nightly 78 might stay out of stable until say version 86. That is features make it to stable by becoming stable not because it first landed in a certain nightly and so everything was held up until all features in that nightly became stable. Releases happen on a fixed 4 week calendar cycle instead.

Based on https://bugzilla.mozilla.org/show_bug.cgi?id=1563480 I'd say it's probably a good number of releases away.

Re: Godot Editor running in a web browser

#74

Earlier quoted context omitted.

Seeing as it's available in Firefox Nightly, it'd imagine it'd be in the next release provided it doesn't present any problems from then and now.

A feature introduced in e.g. Nightly 78 might stay out of stable until say version 86. That is features make it to stable by becoming stable not because it first landed in a certain nightly and so everything was held up until all features in that nightly became stable. Releases happen on a fixed 4 week calendar cycle instead. Based on https://bugzilla.mozilla.org/show_bug.cgi?id=1563480 I'd say it's probably a good n…

Here's some context you didn't ask for, but hope you find it helpful.

There's standardization work being done to enable SAB behind a new security context. Mozilla has a good summary: https://developer.mozilla.org/en-US/docs/Web/JavaScript/Refe...

At the moment, I think only Chromium enables SAB by default for devices that have "Site Isolation" enabled (avoids spectre attacks by using process isolation). That's a browser feature specific to Chromium, and is disable for some low-memory devices, so it's not universal.

I'm not familiar with how far along Chromium or Firefox are. If you're interested in using SAB, start reading up on COOP and COEP.

Source: I work on web tooling at Chrome.

Re: Godot Editor running in a web browser

#75
post #2

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

Yes I downloaded it last week. I got bored doing a Unity tutorial (how to best explain ... what I was doing all felt a bit disconnected from the games I guess?).

I dived right into the Godot tutorial "Your first game"[0] and had something basic running really quickly and I understood most of it without any further reading.

[0] https://docs.godotengine.org/en/stable/getting_started/step_...

Re: Godot Editor running in a web browser

#76
post #8

Earlier quoted context omitted.

The step by step docs have been very useful for me: https://docs.godotengine.org/en/stable/getting_started/step_... If you're a "work bacwards from a finished project" kind of person, this tutorial is quite great as well https://docs.godotengine.org/en/stable/getting_started/step_...

That's great. And, I love that the examples all specify /home/ubuntu as the home directory, so the author is clearly using Linux. This is really cool.

Yes "Your First Game" is a fine place to start even if it tells you to read some other things first. I'm a big fan of diving in to get something running, then searching or backtracking to learn the fundamentals if you need to.

There were a couple of typos in there that I ran into, it shouldn't be too hard with a little programming experience to notice these. I didn't download the finished files because I think typing it out is a much richer learning experience.

Re: Godot Editor running in a web browser

#77

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?

By not having massive dependencies?

Well, if you had massive dependencies you'd probably look at consuming them as shared libraries making your binary smaller than if you rolled your own solution, right?

The fact that the Godot editor includes the Godot runtime along with its own UI- and graphics stack (if I'm not mistaken?) in such a small bundle makes this even more impressive to me.

Re: Godot Editor running in a web browser

#78
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!

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.

Yes my understanding is 2D is first class while in the U engines you tend to turn a 3D scene sideways to get 2D and have to deal with vector mathematics rather than points in various functions. At least that's one reason a few people cited for the switch since they wanted to focus on 2D and it works without extra layers or abstraction.

Re: Godot Editor running in a web browser

#79

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…

Wow these are some wild bugs.

I have never used a built in script and agree it should be removed.

I have never hit the dangling reference bug, and I agree it is critical. Good thing its fixed now.

I have been laying out scenes in 3D without the selection outline. It seems like a good feature to add. What I truly love about Godot is that you or I can actually add that feature. I know that turns some people off, but it actually is very attractive to me.

Re: Godot Editor running in a web browser

#80
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…

Maybe, but let me question that. What standardized asset bundles also do is create a market for asset bundles, which is good for the company they support. They also let new people buy a package of assets. Those aren't big issues for me, but I have never tried to make a commercial scale game in Godot. Versioning is the nightmare of Unity. So many assets and plug ins only work with certain versions.

A friend of mine is developing a commercial game with unity, and that's been a big issue. It's either don't get big fixes or rework parts to upgrade unity
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