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Godot Editor running in a web browser

godotengine.org

111–120 of 128 posts

Re: Godot Editor running in a web browser

#111
post #41

Earlier quoted context omitted.

Defining an 'order of magnitude' as 1024 seems a little odd to me. I would consider this to be closer to 3 orders of magnitued.

1024 (2^10) is ~10^3 (I know switching bases!) vs say 10 (10^1), so two orders of magnitude larger in general. A gig 10^9 would be many orders of magnitude. An order of magnitude is generally a jump to the next power of 10. So 10 (10^1) is an order of magnitude larger than 1 (10^0) as 100 (10^2) is to 10 (10^1), and so on. People frequently misuse the term when speaking in technical terms. When the average person use…

But you could use Base-1024, in which case the term is used correctly. It's all relative ;)

Re: Godot Editor running in a web browser

#112
post #63
post #44

Earlier quoted context omitted.

The Chromium package on Arch Linux is actually just a bit under 200MB when installed. Are you looking at the download size?

Yep, you're right, I'm looking at the compressed archive for both. Go must be huge then if the compressed package is 100MB.

I didn't check, but if the package consists mainly of binary, optimized executables, the compression may be very limited...

Re: Godot Editor running in a web browser

#113

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…

SVN is also quite popular, it's okay at dealing with large repos.

Re: Godot Editor running in a web browser

#115

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…

> don't you end up fighting the editor to just get things done ?

That is often a problem, yes, but not just for the editor but the whole product.

By using such an integrated "game development framework" you basically also buy into all the tradeoffs. You get a lot of stability, robustness, WYSIWYG-editing and ready-to-use features, but you also need to align your whole way of thinking and your workflows to the design principles of the framework.

I like to compare game creation in Unity or UE4 to Photoshop. Sometimes ImageMagick or even MS Paint are the better choice, but if you only know how to use a hammer, every problem looks like a nail ;)

Re: Godot Editor running in a web browser

#116

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?

We use Git with LFS for our games-orientated projects, including some pretty massive projects, and have found it works really well.

We previously used SVN for similar projects, and made the switch to Git once LFS made it a feasible choice for projects with lots of large binary assets (games), and honestly never looked back, it's massively improved our workflow.

Re: Godot Editor running in a web browser

#117
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.)

I'm sorry if this sounds like I'm making fun of your Emacs install (I don't mean to) but how does this happen? Like, what is that when does it load all of that and how much memory/time does it take? I'm genuinely curious.

Re: Godot Editor running in a web browser

#118

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…

Which is a pity, Firefox has already landed on "nice to have" on our browser matrix, and these kind of decisions don't help.

Re: Godot Editor running in a web browser

#119

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?

Godot will do the job quite well, although there are plenty of alternatives that may also be worth a look (some open source, some source available): Defold, Solar2D, Heaps.io, etc. There are many good choices nowadays, although Godot gets the most love on HN.

I played with it about 2 years ago (even contributed some code to godot-cpp!) and it was pretty good, but it did have some gotchas and issues. Many are likely fixed now. You should just give it a try, its easy to get started and then you can judge for yourself.

Re: Godot Editor running in a web browser

#120
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.)

I'm sorry if this sounds like I'm making fun of your Emacs install (I don't mean to) but how does this happen? Like, what is that when does it load all of that and how much memory/time does it take? I'm genuinely curious.

Nearly everything is loaded on demand. Start up time is less than 1 second.
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