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Godot 4.0 gets SDF based real-time global illumination

godotengine.org

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

#61
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…

The Godot editor has a pretty good IDE. It's not VScode/Atom levels of functionality but it's improving steadily.

Looking at the github issues they seem to have made a lot of progress with non-English inputs. Again, not perfect but improving.

Godot 4 is adding multi window support. I would hesitate to judge it until it stabilizes but there's some hope there. It looks good from what we have seen so far.

The rate this engine is improving is incredible, i'm finding a lot of reasons to be optimistic.

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

#62
post #58
post #56

Earlier quoted context omitted.

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?

I can, I just like using Steam to manage it. I'll probably change in the future, though.

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

#63
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…

So you think that the Godot IDE which allows code editing will not support robust text editing? I don't know how robust it is currently but there is no reason why it wouldn't possibly support that in the future.

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

#64

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...

I'll put https://news.ycombinator.com/item?id=23308303 in the pool for inviting a repost.

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

#65
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…

IME do have some uses for games, like for in-game text chat. I think it is reasonable to ask for at least some IME input capabilities in a game engine UI library. It is a must if one wants to make a multiplayer game targeting CJK markets.

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

#66
post #60

Earlier quoted context omitted.

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…

Godot 4.0 recently acquired multiple window support for the editor (which is built with Godot's UI and rendering system) and APIs for applying it to your own games

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

#67
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…

The Godot editor has a pretty good IDE. It's not VScode/Atom levels of functionality but it's improving steadily. Looking at the github issues they seem to have made a lot of progress with non-English inputs. Again, not perfect but improving. Godot 4 is adding multi window support. I would hesitate to judge it until it stabilizes but there's some hope there. It looks good from what we have seen so far. The rate this…

The parent poster is referring to accessibility of the applications produced with Godot, not the accessibility of the IDE. Edit: it's not .NET it's C++.

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

#69

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...

You can. This is exactly what Flutter does, as I've commented on that thread you refer to on HN. It uses the Skia renderer that is like a 2d game engine to draw all the elements on the screen. They've had to reimplement everything though, like text fields and accessibility, so perhaps this is why it's not done more often.

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

#70

Earlier quoted context omitted.

The Godot editor has a pretty good IDE. It's not VScode/Atom levels of functionality but it's improving steadily. Looking at the github issues they seem to have made a lot of progress with non-English inputs. Again, not perfect but improving. Godot 4 is adding multi window support. I would hesitate to judge it until it stabilizes but there's some hope there. It looks good from what we have seen so far. The rate this…

The parent poster is referring to accessibility of the applications produced with Godot, not the accessibility of the IDE. Edit: it's not .NET it's C++.

I don't understand, the IDE for Godot is created with Godot.
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