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.…
Godot 4 Beta 1
41–50 of 119 posts
Re: Godot 4 Beta 1
#42Earlier quoted context omitted.
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.?
Additionally, there are people in robotics who like to say that simulators are like lightsabers, you haven't become a true Jedi until you've built your own, so there's a lot of home grown physics simulators in robotics.
[1]: https://en.wikipedia.org/wiki/Featherstone%27s_algorithm
Re: Godot 4 Beta 1
#43Re: Godot 4 Beta 1
#44HN hug of death? godotengine.org is offline for me at the moment. Regardless, really looking forward to trying it out! Here it is on the wayback machine: https://web.archive.org/web/20220915181526/https://godotengi...
Re: Godot 4 Beta 1
#45Fantastic news. I'm really looking forward to Godot 4.0 exposing more of the ENet wrapper into GDScript etc. I've been writing a game server in Erlang and very much looking forward to offering ENet as an option in addition to WebSockets!
Re: Godot 4 Beta 1
#46HN hug of death? godotengine.org is offline for me at the moment. Regardless, really looking forward to trying it out! Here it is on the wayback machine: https://web.archive.org/web/20220915181526/https://godotengi...
Re: Godot 4 Beta 1
#47I played with Godot back in the early 3.x timeframe (3.1? 3.2?) and then fell away and spent some time with Unity. But between some of Unity's missteps and Godot getting dotnet 6 support it is time to give it another go, plus a bunch of nice changes to gdscript that might make it something I'm okay with using (functions are first class citizens now unlike before where you just passed the name of the function as a str…
Re: Godot 4 Beta 1
#48Re: Godot 4 Beta 1
#49from 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…
Re: Godot 4 Beta 1
#50Early 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.…