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Godot 4 Beta 1

godotengine.org

31–40 of 119 posts

Re: Godot 4 Beta 1

#31
post #23

from the article, >>As much as we love exciting new features, we also want to see people create games on the full spectrum of devices for everyone to enjoy. This is one of the main attitudes of the Godot team I really appreciate a lot. It might be easy for people in more developed nations to upgrade their hardware every few years, but there's people still playing games running on computers from 2002 and before. I use…

Optimization levels of many newer games are terrible. Low-poly, visually simplistic games like Fortnite, Risk of Rain 2, Valheim, and Deep Rock Galactic barely run on a friend's computer (that was made only 5 years ago). Visually more complex games like League of Legends run buttery smooth on the exact same hardware. (ironically, he says that Valorant, made by a non-Epic company, apparently runs significantly better…

I think Fortnite is UE5 while Valo is UE4.

Re: Godot 4 Beta 1

#32
post #7
post #5

I think writing their own physics engine might be wrong way to go here. I understand that Bullet leaves a lot to be desired, but my instinct is that the complexity from their own engine will leave a lot of edge case bugs that need to be ironed out over time, and that games using their own physics engine will suffer from a lot more quirks in the meantime.

A few years ago, as someone who has worked on physics engines for robotics simulations, I would have agreed with you. But now a lot of people are doing greenfield physics engines for games and having it work out pretty well. There's a ton of established academic and conference literature in the area now and it's not nearly as scary as it used to be. For example, Horizon: Forbidden West uses a custom physics engine th…

How complicated were the physics engines you worked on? How exactly did they differ from turnkey solutions like Bullet, Havok, etc.?

Re: Godot 4 Beta 1

#33
post #25

It would be nice if we brought the rule back where it's against HN guidelines to post submissions for every new version of some software. Every Godot thread ends up with the same comments posted, none of them particularly interesting or insightful. And in this particular case, it's not even an official release; it's just a beta!

Ultimately it’s the HN community that collectively votes on what makes it to the front page.

100% this, lets leave rules and mods out of it as much as possible. Let the community decide.

Re: Godot 4 Beta 1

#34
post #23

from the article, >>As much as we love exciting new features, we also want to see people create games on the full spectrum of devices for everyone to enjoy. This is one of the main attitudes of the Godot team I really appreciate a lot. It might be easy for people in more developed nations to upgrade their hardware every few years, but there's people still playing games running on computers from 2002 and before. I use…

Optimization levels of many newer games are terrible. Low-poly, visually simplistic games like Fortnite, Risk of Rain 2, Valheim, and Deep Rock Galactic barely run on a friend's computer (that was made only 5 years ago). Visually more complex games like League of Legends run buttery smooth on the exact same hardware. (ironically, he says that Valorant, made by a non-Epic company, apparently runs significantly better…

> Fortnite, Risk of Rain 2, Valheim, and Deep Rock Galactic

Those games are low poly but NOT visually simplistic. Memory tends to play tricks and we remember older games looking better than they actually did, so we imagine lower polygons = 2005 tech game. Those games you've mention run on advanced and heavyweight fragment and vertex shaders to create a specific look (cartoony graphics in Fortnite, there's a million effects on screen a dozen levels in a Risk of Rain game, etc.)

They might have the same poly count of Old School Runescape (but not really, as the models are actually quite complex) yet everything else is 20 years ahead of that game tech and complexity wise.

Also not sure what your friend's PC is like, because a 5 year old PC can play all of those games with ease, though perhaps not at max settings. A 1080 ti from 2017 can run RoR2 at ~190 fps at 1440p. https://youtu.be/TdfE3n8YLYo

Re: Godot 4 Beta 1

#35
post #23

from the article, >>As much as we love exciting new features, we also want to see people create games on the full spectrum of devices for everyone to enjoy. This is one of the main attitudes of the Godot team I really appreciate a lot. It might be easy for people in more developed nations to upgrade their hardware every few years, but there's people still playing games running on computers from 2002 and before. I use…

Optimization levels of many newer games are terrible. Low-poly, visually simplistic games like Fortnite, Risk of Rain 2, Valheim, and Deep Rock Galactic barely run on a friend's computer (that was made only 5 years ago). Visually more complex games like League of Legends run buttery smooth on the exact same hardware. (ironically, he says that Valorant, made by a non-Epic company, apparently runs significantly better…

Not gonna excuse Fortnite since I've personally had terrible experiences with it on top-end hardware, but from what little of it I was able to play it has much larger environments & draw distances to contend with. The tight lines of sight Valorant & other tactical shooters have can be an advantage when it comes to rendering optimizations.

Re: Godot 4 Beta 1

#36
post #23

from the article, >>As much as we love exciting new features, we also want to see people create games on the full spectrum of devices for everyone to enjoy. This is one of the main attitudes of the Godot team I really appreciate a lot. It might be easy for people in more developed nations to upgrade their hardware every few years, but there's people still playing games running on computers from 2002 and before. I use…

Optimization levels of many newer games are terrible. Low-poly, visually simplistic games like Fortnite, Risk of Rain 2, Valheim, and Deep Rock Galactic barely run on a friend's computer (that was made only 5 years ago). Visually more complex games like League of Legends run buttery smooth on the exact same hardware. (ironically, he says that Valorant, made by a non-Epic company, apparently runs significantly better…

DRG should run fine on a gaming PC from five years ago I think (a mid-range GPU from then would be like a GTX 1060).

Actually, I think basically all of these games should run fine on that sort of hardware, as long as the quality isn't turned up high. Did they just build a really cheap machine or something?

Re: Godot 4 Beta 1

#37

It would be nice if we brought the rule back where it's against HN guidelines to post submissions for every new version of some software. Every Godot thread ends up with the same comments posted, none of them particularly interesting or insightful. And in this particular case, it's not even an official release; it's just a beta!

This comment makes no sense. If it was some random alpha release of Godot (there have been more than a dozen) then sure, but this is the first beta release, which means it's now somewhat stable. That's a big deal, considering how much rewriting as been going on.

Re: Godot 4 Beta 1

#38
Early pandemic I was playing around with making a network shooter in godot but I got hung up on a good way to make a shared lib for the client/server "projects". Anyone solve that or have tips? It seemed like I either needed to make a mono repo and toggle the build for client=true but I really wanted to make 3 repos, client, server, and game-core-lib. Would love tips/guides if you have them!

Re: Godot 4 Beta 1

#39

It would be nice if we brought the rule back where it's against HN guidelines to post submissions for every new version of some software. Every Godot thread ends up with the same comments posted, none of them particularly interesting or insightful. And in this particular case, it's not even an official release; it's just a beta!

I hope to be the one to post LÖVE 12 when its out. LÖVE is a far superior game engine in every way! https://love2d.org/

Re: Godot 4 Beta 1

#40
post #38

Early pandemic I was playing around with making a network shooter in godot but I got hung up on a good way to make a shared lib for the client/server "projects". Anyone solve that or have tips? It seemed like I either needed to make a mono repo and toggle the build for client=true but I really wanted to make 3 repos, client, server, and game-core-lib. Would love tips/guides if you have them!

In my experience, you’re better off having a single codebase with client/server/shared code and using either the equivalent of ifdefs or conditional blocks gating execution for these states.

Unreal uses a different architecture where the codebase allows you to define who owns what, but it’s ultimately the exact same thing, and more confusingly done. Further, they have some actor states which are never actually used.

Unsurprisingly, Unreal’s networking model is unpopular. They also struggle with an architecture that has been unreliable by design since the late 90s, but now I’m digressing.

One codebase, split execution. If you use this traditional model, you can also avoid shipping server binaries to users if you so desire.

For reference, I am the author of Planimeter Game Engine 2D.

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