Live data from Hacker News

Godot 4.0 gets SDF based real-time global illumination

godotengine.org

51–60 of 150 posts

Re: Godot 4.0 gets SDF based real-time global illumination

#51
post #46

So if I wanted to make a simple 2d game, should I go with godot, pygame, or a JavaScript game engine?

Godot. The sprite, tilemap and animation blending functionality alone are worth it, just grit your teeth and put up with gdscript (edit - or use C#). And it exports to the web anyway.

You don't have to use GDScript, C# support is very strong at this point.

Re: Godot 4.0 gets SDF based real-time global illumination

#52

Re-upping this blog post (sadly overlooked when first posted to HN) which asks the reasonable question 'why not just use Godot for general-purpose applications?' https://medium.com/swlh/what-makes-godot-engine-great-for-ad...

Yes please I have always wondered why is this not a thing

Re: Godot 4.0 gets SDF based real-time global illumination

#53

Re-upping this blog post (sadly overlooked when first posted to HN) which asks the reasonable question 'why not just use Godot for general-purpose applications?' https://medium.com/swlh/what-makes-godot-engine-great-for-ad...

Yes please I have always wondered why is this not a thing

Because of Electron.

Re: Godot 4.0 gets SDF based real-time global illumination

#54

Re-upping this blog post (sadly overlooked when first posted to HN) which asks the reasonable question 'why not just use Godot for general-purpose applications?' https://medium.com/swlh/what-makes-godot-engine-great-for-ad...

There's a lot of functionality that a general purpose UI library has that Godot will likely never approach, like support for input methods in text editing.

Productive applications require extremely robust text editing, something that game engines don't spend a lot of time with. Stuff like selection, text input for non-English keyboards, IME popups, that sort of thing. Even RTL text display is usually minimally unsupported.

I also don't know of any game engine that supports multi-window display in any coherent way.

Re: Godot 4.0 gets SDF based real-time global illumination

#55

Re-upping this blog post (sadly overlooked when first posted to HN) which asks the reasonable question 'why not just use Godot for general-purpose applications?' https://medium.com/swlh/what-makes-godot-engine-great-for-ad...

It's interesting. Can you easily deploy a Godot ui to the web?

Re: Godot 4.0 gets SDF based real-time global illumination

#56
post #46

Earlier quoted context omitted.

Godot. The sprite, tilemap and animation blending functionality alone are worth it, just grit your teeth and put up with gdscript (edit - or use C#). And it exports to the web anyway.

You don't have to use GDScript, C# support is very strong at this point.

Fair point.

Unfortunately for me anyway, I'm using the Steam version which doesn't support C#.

Re: Godot 4.0 gets SDF based real-time global illumination

#57

Re-upping this blog post (sadly overlooked when first posted to HN) which asks the reasonable question 'why not just use Godot for general-purpose applications?' https://medium.com/swlh/what-makes-godot-engine-great-for-ad...

Yes please I have always wondered why is this not a thing

WPF already exist.

Re: Godot 4.0 gets SDF based real-time global illumination

#58
post #56

Earlier quoted context omitted.

You don't have to use GDScript, C# support is very strong at this point.

Fair point. Unfortunately for me anyway, I'm using the Steam version which doesn't support C#.

Why can't you just download Godot yourself https://godotengine.org/download/windows and grab the 64-bit mono c# version?

Re: Godot 4.0 gets SDF based real-time global illumination

#59
post #54

Re-upping this blog post (sadly overlooked when first posted to HN) which asks the reasonable question 'why not just use Godot for general-purpose applications?' https://medium.com/swlh/what-makes-godot-engine-great-for-ad...

There's a lot of functionality that a general purpose UI library has that Godot will likely never approach, like support for input methods in text editing. Productive applications require extremely robust text editing, something that game engines don't spend a lot of time with. Stuff like selection, text input for non-English keyboards, IME popups, that sort of thing. Even RTL text display is usually minimally unsupp…

Godot is open source. There's nothing stopping people from adding this functionality.

Re: Godot 4.0 gets SDF based real-time global illumination

#60
post #54

Earlier quoted context omitted.

There's a lot of functionality that a general purpose UI library has that Godot will likely never approach, like support for input methods in text editing. Productive applications require extremely robust text editing, something that game engines don't spend a lot of time with. Stuff like selection, text input for non-English keyboards, IME popups, that sort of thing. Even RTL text display is usually minimally unsupp…

Godot is open source. There's nothing stopping people from adding this functionality.

I'd argue multi-window would require a substantial redesign of the graphics layer, so much that the maintainers would be uninterested in supporting it, and consider it out of scope.

I can imagine IME support being integrated, but a giant pain, due to the wide variety of APIs across platforms, the fundamental disconnect in how text input is done in games vs. elsewhere, not to mention the "Linux wars": will you support ibus or fcitx?

So it requires someone to step up and do the work, and don't be fooled: it's a lot of work.

Post reply on HN