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Godot Editor running in a web browser

godotengine.org

121–128 of 128 posts

Re: Godot Editor running in a web browser

#121
post #65

I get a black screen and the JS error "Atomics is not defined." Did we overload it?

Atomics is part of the threading APIs, I'm guessing your browser doesn't support it. Although I feel like you should get a better error message...

That's strange, this project is funded by mozilla and does not run on latest firefox

Re: Godot Editor running in a web browser

#122
How is Godots performance these days? I heard they are adding a ton of c# support after a lot of people have struggled with frame rates in gdscript (source: various youtubers who use Godot)

I just switched from unity to unreal because of sketchy retroactive licensing changes from unity and the performance in unreal is really making me happy so far

Re: Godot Editor running in a web browser

#123
post #78

Earlier quoted context omitted.

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.

As I understand it, orthogonal-view 3D as 2D is faster in the GPU than "real" 2D in the CPU, which is why it tends to be used.

Re: Godot Editor running in a web browser

#124

How is Godots performance these days? I heard they are adding a ton of c# support after a lot of people have struggled with frame rates in gdscript (source: various youtubers who use Godot) I just switched from unity to unreal because of sketchy retroactive licensing changes from unity and the performance in unreal is really making me happy so far

I wrote a large scale fluid sim (like Cities Skylines' water sim) with Godot and Rust. I think the biggest bottle neck is the gdscript honestly. I had a prototype working in GDScript and after I ported it to rust I had like a 20x speed up

Re: Godot Editor running in a web browser

#125
post #123
post #78

Earlier quoted context omitted.

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.

As I understand it, orthogonal-view 3D as 2D is faster in the GPU than "real" 2D in the CPU, which is why it tends to be used.

My comment was more around tooling and complexity as seen by the programmer. You can have functions that look 2D but are really 3D behind the scenes, like glVertex2f in OpenGL. AFAIK Godot uses GPU acceleration still for 2D scenes like all games these days should.

Re: Godot Editor running in a web browser

#126

Earlier quoted context omitted.

Atomics is part of the threading APIs, I'm guessing your browser doesn't support it. Although I feel like you should get a better error message...

That's strange, this project is funded by mozilla and does not run on latest firefox

It says in the blog post you need to use Firefox Nightly

Re: Godot Editor running in a web browser

#127

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…

Ergo "provided it doesn't present any problems from then and now", but I'm grateful for the context offered by that ticket.

Re: Godot Editor running in a web browser

#128
post #111
post #41

Earlier quoted context omitted.

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 ;)

Why? The common base is 10, and "orders of magnitude" is normally based on 10X between orders here. Ten fingers, decimal system, etc. Don't bring up metric vs. Imperial ;)

I work at an engineering firm, and that's how most engineers understand it.

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