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Godot 4.6 Release: It's all about your flow

godotengine.org

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Re: Godot 4.6 Release: It's all about your flow

#71
post #59

Does anybody have tips for running Godot on KDE Plasma + Wayland? I tried 4.0 and an earlier 3.x release from the store but both hung shortly after startup. Maybe need some Wayland argument, will check.

From Archwiki:

Godot runs on Wayland using Xwayland, which causes a variety of UI issues, when not running in single window mode. [1] To get around this, start Godot with godot --single-window, then open a project, and enable single window mode in the editor settings.

This issue has been resolved in Godot 4.1.1. [2] This issue seems to have recurred in Godot 4.2 [3]

With Godot 4.3, Wayland can be used natively. [4] There are two ways to do this:

    Set the command-line argument --display-driver wayland.
    Enable the editor setting located at run/platforms/linuxbsd/prefer_wayland.
The above only makes Godot's client to run under native Wayland, but games still run under Xwayland. In order for games to run under native Wayland, go to project settings, click on "Display Server" at the sidebar, and at the option "Driver.linuxbsd" select wayland.

https://wiki.archlinux.org/title/Godot_Engine

Re: Godot 4.6 Release: It's all about your flow

#72

Earlier quoted context omitted.

> because I remembered Godot as "a bunch of C++ libraries for gamedev". Yeah it's never been that, it's always been an editor-driven engine. Started life as a proprietary game engine by a consultancy, then open sourced about a decade ago. Super cool though, learning Godot at 13 is a great opportunity.

Thanks! I bet I've had it confused with something else then.

LibGDX?

Re: Godot 4.6 Release: It's all about your flow

#73
post #63

Earlier quoted context omitted.

>for those that are scared of dynamic types. If you aren't scared of dynamic types for any type of semi-large project (like a game..) then you aren't qualified to talk about much.

Why?

Without agreeing (or disagreeing) with their larger point, dynamic types become more of liability as a project gets larger

Like "schemaless" database applications, there's always types/schema somewhere: the choice is if they'll be explicitly defined at the place of construction, or implicitly spread out across all the places data happens to flow in your application. And the more places there are, the more spread out they'll be.

Static typing is also really nice for game dev since proper unit tests are harder (but not impossible) compared to your average CRUD app.

Re: Godot 4.6 Release: It's all about your flow

#74
post #49

The new UI is terrific. The old Godot was already pretty decent, allowing me to release my indie game on Steam. But this one is so much better. Godot is slowly becoming the next Blender, a dominant open source success story.

To me it is so conceptually clean and easy to work with. Unity and Unreal are great products, but they also seem kind of clunky and bloated.

Re: Godot 4.6 Release: It's all about your flow

#75

My 13yo son recently discovered Godot and I'm very impressed by how accessible and powerful it all is. He had started gamedev a few years ago with Scratch. Figured out Roblox Studio a fair amount, but it's super quirky, plus he wanted to do 2D games. Tried some other stuff (eg pygame) but that's just super low level, inaccessible, plus you can't properly distribute pygame games for shit. Godot is on a whole nother le…

> My son had tried Unity first, but the C# compile cycle was so slow that he kept getting out of the flow. I'd like to know more about this. Were you comparing similar sized projects? I've only done very small projects in Unity and the cycle was near instant. Loading up some of their 3gig+ samples, there was an initial build that took 40+ mins but that's because it had 3gig of assets to process.

It’s probably not compilation, but “Domain Reloading” (https://docs.unity3d.com/2022.2/Documentation/Manual/DomainR...) which is laughably slow and on by default.

I think Unity does this because the same process is re-used for Play and Editor modes, whereas Godot does the normal thing and spawns a new process when testing.

Re: Godot 4.6 Release: It's all about your flow

#76
post #59

Does anybody have tips for running Godot on KDE Plasma + Wayland? I tried 4.0 and an earlier 3.x release from the store but both hung shortly after startup. Maybe need some Wayland argument, will check.

From Archwiki: Godot runs on Wayland using Xwayland, which causes a variety of UI issues, when not running in single window mode. [1] To get around this, start Godot with godot --single-window, then open a project, and enable single window mode in the editor settings. This issue has been resolved in Godot 4.1.1. [2] This issue seems to have recurred in Godot 4.2 [3] With Godot 4.3, Wayland can be used natively. [4] T…

Cheers, that worked! 4.6 is working great on Wayland. I created a new .desktop shortcut pointed to Godot_v4.6-stable_linux.x86_64 with argument "--display-driver wayland". Working flawlessly, thank you.

Re: Godot 4.6 Release: It's all about your flow

#77

My 13yo son recently discovered Godot and I'm very impressed by how accessible and powerful it all is. He had started gamedev a few years ago with Scratch. Figured out Roblox Studio a fair amount, but it's super quirky, plus he wanted to do 2D games. Tried some other stuff (eg pygame) but that's just super low level, inaccessible, plus you can't properly distribute pygame games for shit. Godot is on a whole nother le…

> My son had tried Unity first, but the C# compile cycle was so slow that he kept getting out of the flow. I'd like to know more about this. Were you comparing similar sized projects? I've only done very small projects in Unity and the cycle was near instant. Loading up some of their 3gig+ samples, there was an initial build that took 40+ mins but that's because it had 3gig of assets to process.

My entire experience with Unity is "my kid said it took long to run the game he was trying to make". Sorry that I can't be more helpful. He might've been unreasonably impatient, I never looked over his shoulder when he was trying out Unity. All I know is that he says he likes Godot way more, in no small part because it's "faster" (and I'm pretty sure he doesn't mean engine performance when he says "faster").

Re: Godot 4.6 Release: It's all about your flow

#78

I've loved using Godot more, and it's been very informative as the first big OSS project where I'm closely following the development / proposals / devchat. I don't agree on many of the points by people downthread: I use C# almost exclusively and while it's been awkward (and clearly not a "priority") it's pretty seamless to use once you set up some stuff (though it certainly helps if you keep much of your logic in C#…

I'm in the same position, I use C# both because that sort of syntax is more familiar to me, but also because it just seems better as a language (in terms of both code structure and performance).

There's a lot of downplaying of the advantages of C# in the Godot community, seemingly moreso by people who are amateur game devs/programmers, who perhaps just don't need the advantages for their particular kind of game.

Re: Godot 4.6 Release: It's all about your flow

#79
post #52

I really want to experiment with Godot but Unreal keeps giving me free assets....

https://kenney.nl/assets has a LOT of public domain assets for use if you just want to experiment with the engine. https://itch.io also has a lot of free assets as well.

Another excellent source is https://quaternius.com/

Re: Godot 4.6 Release: It's all about your flow

#80

My 13yo son recently discovered Godot and I'm very impressed by how accessible and powerful it all is. He had started gamedev a few years ago with Scratch. Figured out Roblox Studio a fair amount, but it's super quirky, plus he wanted to do 2D games. Tried some other stuff (eg pygame) but that's just super low level, inaccessible, plus you can't properly distribute pygame games for shit. Godot is on a whole nother le…

That's awesome! What type of game is your son making now?

Clone of some popular game that I forgot the name of where you're a block and you move around a maze (tile-based, 2d) but you can't take small steps or slow down, you always slide quickly in one direction until you hit a wall. It's a puzzle game, you gotta make it to the exit without hitting the kill blocks. He wants to figure out how to make an in-game level editor for it but he still only 10% groks the node/scene system so that'll take him some attempts for sure :D
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