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Godot Editor running in a web browser

godotengine.org

81–90 of 128 posts

Re: Godot Editor running in a web browser

#81
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?

Well, it contains 265 git repositories of packages I'm using.

Re: Godot Editor running in a web browser

#82
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.

Or an entire MacOS like experience in 128k

https://en.wikipedia.org/wiki/GEOS_(8-bit_operating_system)

Re: Godot Editor running in a web browser

#83
post #57

Earlier quoted context omitted.

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 standar…

Bro we know each other ;)

Re: Godot Editor running in a web browser

#86

Earlier quoted context omitted.

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.

Godot has many parts besides the UI and graphics stack, and most of its dependencies vendored and statically linked. See the thirdparty folder for a list: https://github.com/godotengine/godot/tree/master/thirdparty

The official binaries include everything, but many of the larger bits are optional and can be disabled during build time to reduce the size of the executable: https://docs.godotengine.org/en/stable/development/compiling...

Re: Godot Editor running in a web browser

#88

Earlier quoted context omitted.

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 becaus…

Im thinking of both lambdas and coroutines as techniques for asynchronous programming - like the 'complete' callback for a network call, for instance.

For functional programming, yeah there's no equivalent to a lambda in gdscript, but again, I think it's exceptionally well suited for the kinds of things you do in typical, run of the mill, game dev.

Re: Godot Editor running in a web browser

#89
post #42

Earlier quoted context omitted.

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

JS is usually not the bottleneck in web apps. The bottleneck is most of the time rendering. Rewriting the app in JS would make it faster then the Webassembly version. It's a common misconception that Webassembly is faster then JS. Although theoretically possible, the compiler wouldn't be able to beat a skilled JS developer's hand written JS specific for the web platform. A turtle is faster then a rabbit - in water.

I would love to see some data to back this up, because my intuition tells me that this is false.

Re: Godot Editor running in a web browser

#90
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…

Well, it supports glTF which is supported by Unity and Unreal too. Most 3D packages like Blender support it too IIRC.

They even have a blog article on why it's the future (like JPEG for images) and how many big companies have started supporting it.

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