Shipping Godot VR and Porting to PSVR2: A Partial Post Mortem
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Shipping Godot VR and Porting to PSVR2: A Partial Post Mortem
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Re: Shipping Godot VR and Porting to PSVR2: A Partial Post Mortem
#2Literally the only part I wanted to get more information about.
I could use a lot more information on why POSIX is bad and exactly what it means on resource management being “aware” of unified memory. I mostly didn’t get.
Re: Shipping Godot VR and Porting to PSVR2: A Partial Post Mortem
#3Re: Shipping Godot VR and Porting to PSVR2: A Partial Post Mortem
#4Re: Shipping Godot VR and Porting to PSVR2: A Partial Post Mortem
#5I do agree with her take though. Getting up and running in Godot was surprisingly, blindingly fast, so I don't regret picking it at all. I'm just not sure I'll be able to stick with it for an eventual release.
Re: Shipping Godot VR and Porting to PSVR2: A Partial Post Mortem
#6Man, Godot sounds like a bit of a mess. I've been building a Freelancer-like game on it for a while now and performance has been a nightmare to the point where I've offloaded most of my code into pure C# and out of Godot. I even had to give up on Godot's Jolt physics. I'm constantly hitting the limits of what Godot can do. The renderer is pretty much the only thing stopping me from putting tons of ships in the same b…
Re: Shipping Godot VR and Porting to PSVR2: A Partial Post Mortem
#7Man, Godot sounds like a bit of a mess. I've been building a Freelancer-like game on it for a while now and performance has been a nightmare to the point where I've offloaded most of my code into pure C# and out of Godot. I even had to give up on Godot's Jolt physics. I'm constantly hitting the limits of what Godot can do. The renderer is pretty much the only thing stopping me from putting tons of ships in the same b…
Re: Shipping Godot VR and Porting to PSVR2: A Partial Post Mortem
#8> We did our best job here leaning heavily on the resource system. There's stuff I want to say about the result that's platform specific so I can't. We have a thing, it works, and it could be a lot better. Literally the only part I wanted to get more information about. I could use a lot more information on why POSIX is bad and exactly what it means on resource management being “aware” of unified memory. I mostly didn…
Like for example, streaming textures from CD with cache directly into the rendering pipeline.
Example for PC, however it was inspired how modern consoles work
Re: Shipping Godot VR and Porting to PSVR2: A Partial Post Mortem
#9Man, Godot sounds like a bit of a mess. I've been building a Freelancer-like game on it for a while now and performance has been a nightmare to the point where I've offloaded most of my code into pure C# and out of Godot. I even had to give up on Godot's Jolt physics. I'm constantly hitting the limits of what Godot can do. The renderer is pretty much the only thing stopping me from putting tons of ships in the same b…
I can think of only one popular game of note that was made Godot, Slay the Spire 2. I’d love for more titles to be released to prove the engine can be competitive.
Re: Shipping Godot VR and Porting to PSVR2: A Partial Post Mortem
#10Man, Godot sounds like a bit of a mess. I've been building a Freelancer-like game on it for a while now and performance has been a nightmare to the point where I've offloaded most of my code into pure C# and out of Godot. I even had to give up on Godot's Jolt physics. I'm constantly hitting the limits of what Godot can do. The renderer is pretty much the only thing stopping me from putting tons of ships in the same b…
It sounds like a mess, though comments about Godot are often vaguely positive. I appreciate you posting your experience about a limitation you’re running up against. I can think of only one popular game of note that was made Godot, Slay the Spire 2. I’d love for more titles to be released to prove the engine can be competitive.