Live data from Hacker News

Godot Editor running in a web browser

godotengine.org

91–100 of 128 posts

Re: Godot Editor running in a web browser

#91
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!

Check out my game https://vrworkout.at for a VR game made with Godot. I am not a graphics designer so the models are bad which means that the rendering capabilities do not matter that much, but you have to stick to GL ES2 for the moment. Here is a video https://www.youtube.com/watch?v=mknXbyVJm3c

Re: Godot Editor running in a web browser

#92

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?

:) Before I read the link, I was thinking about a text editor I would keep on my rescue floppy disks. The method of distribution was typing the assembly out of the November 15, 1988 edition of PC Magazine.

http://texteditors.org/cgi-bin/wiki.pl?Ted

https://books.google.com/books?id=yFs-_3jT-5kC&pg=PA281

Re: Godot Editor running in a web browser

#94
post #2

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

Wow. I just downloaded and installed it (on Linux).

Hands down the best install experience of any similar tool.

* Unzip one binary and run it. * The app auto-detects everything you need, and uses the best version it finds * Its project layout requirements are "open an empty directory" * The example projects install and work!

Seriously, the biggest difficulty I had was finding the "run project" button. It took me a little bit of hunting.

Re: Godot Editor running in a web browser

#96
Honest question.. Is this "just" the way modern gamedev is being done. With these "Editors For Scenes" ?

Like the Unity and Unreal Editors ? Not hating just asking last time I "checked in" on gamedev was prob one or two decades ago and had a lot of fun with IrrLicht and Ogre.

Does this "editor approach" not get in the way ? Just looking in as an outsider with almost zero gamedev experience.. don't you end up fighting the editor to just get things done ?

Again don't flame me I have no idea what I'm talking about :)

PS. GoDot looks great :)

Re: Godot Editor running in a web browser

#97

Honest question.. Is this "just" the way modern gamedev is being done. With these "Editors For Scenes" ? Like the Unity and Unreal Editors ? Not hating just asking last time I "checked in" on gamedev was prob one or two decades ago and had a lot of fun with IrrLicht and Ogre. Does this "editor approach" not get in the way ? Just looking in as an outsider with almost zero gamedev experience.. don't you end up fighting…

Partly it depends on the game but I think both Unity and Unreal, and I assume Godot, expect that the editor is just a framework and you're expected to extend them to whatever special needs your game has.

Re: Godot Editor running in a web browser

#98

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?

Or is a better question, what the hell is going on in other programs to cause them to be so gigantic?

Re: Godot Editor running in a web browser

#99
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.

Have you tried it on a package of similar size? Yes I hate the Unity/Unreal start up issues. On the other hand they are doing a ton of stuff for you. Compiling 100s or 1000s of shaders for for particular GPU, compiling all the code, processing all the assets for your particular platform. Those all get cached but the first open is painful. But I can't imagine Godot is any different. Those steps have to happen and they are all heavy steps. If Godot is faster it's more likely because it's doing less for you than because it's actually faster.

Re: Godot Editor running in a web browser

#100

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?

Smallish indie projects get by with git and or git lfs. git isn't really designed for binary assets and large games with terabytes of source assets usually don't use git. git's distributed nature is also an issue for non-mergable binary assets. The most common tool version control for bigger teams is perforce. It's significantly faster than git for binary files and it helps manage 2 or more people trying it edit the same binary file. There maybe be other bolt on solutions for that for git that I'm unaware of to help with that.
Post reply on HN