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Joan Fons hired to work on Godot's rendering

godotengine.org

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Re: Joan Fons hired to work on Godot's rendering

#3
I'm happy to see that Godot community and development is increasing so fast. I just completed a 2D simple mobile game[1] with Godot and I had a greet time making it even trough I ran into a lot of issues.

Most of my issues were related to bugs with 2D nodes such as Area2D. The engine as a quite a few non-breaking bugs related to differents aspects. It's still very usable and very high quality for an open source software. I'm looking for v4.0 to increase the stability.

I will probably write an article about my user experience with Godot compared to Unity or Game maker and others.

[1]: https://play.google.com/store/apps/details?id=com.loustak.in...

Re: Joan Fons hired to work on Godot's rendering

#4
While not on the level of Blender, Godot is definitely turning out to be another really successful open source project. I've used Godot on and off since the 2.0 days and I've really liked all the improvements that have been made.

I've always struggled to use Game Engines though. I just enjoy doing stuff more manually I guess. It helps me keep the scope down when it's a challenge (for me) to get something a simple as Duck Hunt working properly. My current workflow is Raylib and D and it's been a great learning experience.

I know Godot gets a lot of flack sometimes for it's missing features, esp when compared to other game engines. But man everytime I open up any game engine, I'm just so amazed at how much easier it makes getting something up and running.

Re: Joan Fons hired to work on Godot's rendering

#6
post #2

who? this guy? https://scholar.google.com/citations?user=kmPBeTMAAAAJ&hl=en

Godot Joan Fons writes he "started contributing to Godot about 3 years ago while I was still studying at uni.

Google Scholar Joan Fons has been authoring papers for 20 years.

Re: Joan Fons hired to work on Godot's rendering

#7
post #2

who? this guy? https://scholar.google.com/citations?user=kmPBeTMAAAAJ&hl=en

I guess not, because the article says this guy started working in godot 3 years ago while studying at university and this other guy in google scholar has been publishing since the decade of the 2000s. Joan Fons is not an uncommon name.

Re: Joan Fons hired to work on Godot's rendering

#8

While not on the level of Blender, Godot is definitely turning out to be another really successful open source project. I've used Godot on and off since the 2.0 days and I've really liked all the improvements that have been made. I've always struggled to use Game Engines though. I just enjoy doing stuff more manually I guess. It helps me keep the scope down when it's a challenge (for me) to get something a simple as…

Definitely agree with you're last point, it makes it so easy to just get something on the screen.

I had written an AI for the board game Khet, but wanted an easy way for people to actually have fun playing against it. Godot was the perfect tool for the job to create a nice little frontend. And it was quite a pleasant experience to boot.

Re: Joan Fons hired to work on Godot's rendering

#9
post #7
post #2

who? this guy? https://scholar.google.com/citations?user=kmPBeTMAAAAJ&hl=en

I guess not, because the article says this guy started working in godot 3 years ago while studying at university and this other guy in google scholar has been publishing since the decade of the 2000s. Joan Fons is not an uncommon name.

It's interesting how intuition for the normalcy of names depends heavily on personal context. I've gotten a "it's obviously a Jewish name" from someone in NYC. I had never heard either the first or second name and had no clue, but it might seem like I was feigning ignorance to someone from a place with more people from that culture.

Only one of Joan and Fons is familiar to me, and I've never seen them together until now. Now I know of two instances and learned there's a whole experience I'm not privy to where these two occur together often.

Re: Joan Fons hired to work on Godot's rendering

#10
Does Godot still use a fairly fixed render pipeline and reduced shader language?

One nice thing about Unity's (frankly very inconsistent) shader language is how flexible it is. You can use any shader stage and even add GLSL pragmas etc.

I couldn't figure out how to do that last time I went looking in Godot. This really helped when trying to get new VR hardware working. I think its important to support this kind of stuff.

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