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Godot 4 Beta 1

godotengine.org

71–80 of 119 posts

Re: Godot 4 Beta 1

#71

Earlier quoted context omitted.

I read it, your complaint is still just silly. Optimization certainly varies across games, but when you're working on an iGPU, you're probably playing on a particularly low level of quality that yeah, developers don't spend a lot of time optimizing for, because relatively few of their intended customers are running on a crappy old integrated GPU. That doesn't necessarily mean that the game is "unoptimized" as a whole…

If you had read it, you probably would have actually responded to the points I made. You did not respond to the points that I made. Therefore, it's more likely that you simply did not read it. > your complaint is still just silly The classic "dismiss the argument without actually making a logical point". > That doesn't necessarily mean that the game is "unoptimized" as a whole though I never said "unoptimized" - don'…

Nevertheless, the complaint is still silly.

I won't dispute that some companies are known for making particularly optimized games that function well even on very low end hardware, including Riot and Valve. That doesn't mean everything else counts as poorly optimized, though, and certainly it's made easier for a company like Riot when they're huge and the game is intended to live as a GaaS for a very long time.

Your reasoning amounts to, "a few companies manage to do X extremely well, everyone else counts as a poor effort". Do I really need to explain why this doesn't make sense?

Not to mention, at which point in PC gaming history were you able to play most new games at a decent framerate on a 7-year old PC with no dedicated GPU and a CPU that was weak even for its time?

Re: Godot 4 Beta 1

#72
post #41

Earlier quoted context omitted.

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.…

Thanks! I think it makes sense, as a non-game programmer it felt "weird" so appreciate the confirmation from your angle.

[deleted]

Re: Godot 4 Beta 1

#74
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 is not “low poly” other than the fact that it uses polygons like nearly every other 3D game. The character models, level geometry, vfx, etc are all incredibly polished. League of Legends is fine, but it’s so much simpler it’s bizarre you would think it’s the more visually complex game.

On top of that, the fact Fortnite has a destructible world with 100 players means it’s also one of the most computationally demanding games… and yet it can run on four year old mobile phones. It’s a technical masterpiece, and anyone saying otherwise doesn’t know what they’re talking about.

Re: Godot 4 Beta 1

#75
post #27
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…

Even seemingly simple games are clocking in at 100GB+ in disk space. I think in terms of performance many games are setting the floor at the Nintendo Switch or the Steam Deck, often ripping out features to get it to run on those platforms (CIV6, 2k etc). This is one reason I really admired Valheim (~1GB). Though even that game had CPU issues (also its an indie title so...).

I'm aware of large AAA games taking up that much space (Doom Eternal, Red Dead Redemption 2) but they could hardly be considered "simple". Do you have examples of what you're talking about?

Re: Godot 4 Beta 1

#76
post #47

I 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…

Yeah callables are a great addition to 4!

Yeah it is part of why I'm going to start with GDScript instead of jumping straight to dotnet 6 (which is what initially got me thinking about trying the new version).

I may still jump to c# but I wanna give GDScript a fair shake first. Plus the docs/tutorials tend to be more plentiful for GDScript.

Re: Godot 4 Beta 1

#77
post #45
post #4

Fantastic 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!

Whoa, that's interesting -- does ENet have a good integration with Erlang, or something like that? I'm interested in both Elixir/Erlang and Godot, but haven't seen an opportunity to use them together previously. I'd love to hear more details about this project of yours, and how the Godot 4.0 release impacts it.

Someone made an effort to do a full protocol port to Erlang and I have a friendly fork I’m maintaining that makes it work better with the C version as used by Godot. Seems to work with unreliable/reliable/unsequenced packets but never tested in anger, much less production!

I don’t want to derail the thread but I have a link to my GitHub in my profile - I’m working on a few things: 1. the aforementioned Erlang ENet fork 2. My generic Erlang game server called Overworld 3. A client plugin for Godot that generates a lot of the boilerplate code needed to encode/decode messages between Godot and Overworld (protobuf used for serialization) 4. An implementation of a subset of GDScript called Gdminus written in Erlang, including a simple interpreter. The idea being to have a familiar language for Godot programmers to be able to script Overworld someday- or more generally as a toy white space significant language that runs in the BEAM.

Honestly they’re all toys right now but happy to chat more via email!

Re: Godot 4 Beta 1

#78
post #75
post #27

Earlier quoted context omitted.

Even seemingly simple games are clocking in at 100GB+ in disk space. I think in terms of performance many games are setting the floor at the Nintendo Switch or the Steam Deck, often ripping out features to get it to run on those platforms (CIV6, 2k etc). This is one reason I really admired Valheim (~1GB). Though even that game had CPU issues (also its an indie title so...).

I'm aware of large AAA games taking up that much space (Doom Eternal, Red Dead Redemption 2) but they could hardly be considered "simple". Do you have examples of what you're talking about?

Check Compact GUI if you are Windows users.

Re: Godot 4 Beta 1

#79
post #34

Earlier quoted context omitted.

> 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 e…

This logic doesn't hold up. > Memory tends to play tricks and we remember older games looking better than they actually did We compared what League of Legends, Valorant, and Inscryption look like now with what those other games look like now . There's no rose-tinted glasses involved - this is an apples-to-apples comparison. > Those games you've mention run on advanced and heavyweight fragment and vertex shaders to cr…

That computer doesn’t even meet Risk of Rain’s min specs so of course it’s gonna run like that. League of legends and valorant don’t have nearly the same amount of cpu bound gameplay logic. Minimal AI, dedicated servers, less characters on screen is in lol and val advantage. RoR2 is p2p, has a lot of AI, tons of bullets, large environments, and a small development team making it have different requirements. Riot has a lot of resources to focus on performance that a small developer can’t.

Re: Godot 4 Beta 1

#80

haven't used Godot in a couple years but it's good to see the progress on their tile system for 2D games! it was terrible last I checked, yet pretty crucial for making many kinds of simple 2D games

It wasn’t ‘terrible’, but it always left me feeling that someone just stopped in the middle of their prototype and said ‘this is good enough’.

Looking forward to the new version.

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