Live data from Hacker News

Godot 4.0 gets SDF based real-time global illumination

godotengine.org

101–110 of 150 posts

Re: Godot 4.0 gets SDF based real-time global illumination

#101
post #93

I get why Epic probably funds this, and I love to think how great Godot could be in another year or so (and how they could surpass Unity, etc). What I don't really understand, though: Why wouldn't Unity just implement this now, too?! It's open-source & MIT-licensed; if it's better than Unity's GI -- and it IS better, because Unity does not currently have ANY realtime-GI solution in their latest versions (they stopped…

> I get why Epic probably funds this Is it just to fuck over Unity?

You're getting downvoted, but Epic is extremely anti-competitive. This is likely the reason.

Re: Godot 4.0 gets SDF based real-time global illumination

#102
post #93

I get why Epic probably funds this, and I love to think how great Godot could be in another year or so (and how they could surpass Unity, etc). What I don't really understand, though: Why wouldn't Unity just implement this now, too?! It's open-source & MIT-licensed; if it's better than Unity's GI -- and it IS better, because Unity does not currently have ANY realtime-GI solution in their latest versions (they stopped…

> I get why Epic probably funds this Is it just to fuck over Unity?

Basically yes. Godot’s main userbase (hobbyists/small indie developers) aligns more with Unity than Unreal. Although Unreal has also appealed to some indie devs recently, it is still a heavy, bulky, monstrous beast of an engine that appeals more to AAA gamedevs and high-profile indiedevs.

Re: Godot 4.0 gets SDF based real-time global illumination

#103
post #54

Re-upping this blog post (sadly overlooked when first posted to HN) which asks the reasonable question 'why not just use Godot for general-purpose applications?' https://medium.com/swlh/what-makes-godot-engine-great-for-ad...

There's a lot of functionality that a general purpose UI library has that Godot will likely never approach, like support for input methods in text editing. Productive applications require extremely robust text editing, something that game engines don't spend a lot of time with. Stuff like selection, text input for non-English keyboards, IME popups, that sort of thing. Even RTL text display is usually minimally unsupp…

If you use the Godot editor you'll see it's already sophisticated enough for general purpose UI applications. Of course you can keep expanding the requirements until no software in the world meets them but if you know what you're building then it might be the right choice. The main benefit that you won't get with almost anything else is true control over how every pixel gets actually rendered to the screen. It's able to make cross platform applications which since you're in full control over how they're actually rendered gives you tons of control. Resource utilization is fairly low and again you have full control of the stack so it's as good as you're willing to make it. C# is supported nowadays which gives you access to a mature ecosystem of libraries.

Is it the right solution for all UIs? Clearly not but IMO the UI landscape is a mess at the moment for anyone who wants to be able to build cross platform applications. There aren't really any adequate solutions as far as I can tell.

Re: Godot 4.0 gets SDF based real-time global illumination

#104
post #60

Earlier quoted context omitted.

I'd argue multi-window would require a substantial redesign of the graphics layer, so much that the maintainers would be uninterested in supporting it, and consider it out of scope. I can imagine IME support being integrated, but a giant pain, due to the wide variety of APIs across platforms, the fundamental disconnect in how text input is done in games vs. elsewhere, not to mention the "Linux wars": will you support…

Godot 4.0 recently acquired multiple window support for the editor (which is built with Godot's UI and rendering system) and APIs for applying it to your own games

Just to clarify for those following along. Godot IDE is using the same UI components that you can use in your games. Godot 4 will support multiple windows. They're working on RTL I believe and it actually has a very robust code editor with debugger in the editor. Most of the points being raised here don't seem to be based on actual experience with the framework.

Re: Godot 4.0 gets SDF based real-time global illumination

#105
post #87

Re-upping this blog post (sadly overlooked when first posted to HN) which asks the reasonable question 'why not just use Godot for general-purpose applications?' https://medium.com/swlh/what-makes-godot-engine-great-for-ad...

We often hear saying game engines redraw every frame so it is not appropriate for UIs. In Godot, you can set an option to redraw only when something change like in UI libs (for e.g Godot Editor use this option) However , I think one main aspect missing from UI libs is damage tracking (=redraw only the part of the screen that changed and tell the compositor to also only redraw that part). In terms of architecture, God…

You can just make sure to set the low processor mode and you're good. The latest 3.2.2 introduced some fixes which help as well. It will only draw whenever a component actually requests an update.

Re: Godot 4.0 gets SDF based real-time global illumination

#106
post #40
post #3

Earlier quoted context omitted.

From a business perspective, Unreal doesn't really do 2D as per se (Whereas Godot is very simple to use) so improving Godot keeps people away from other tools like Unity which do have features that compete with Unreal.

Godot will get to the point of competing with Unreal, no doubt about it. Especially since Epic do a poor job at making Vulkan renderer in Unreal work well, and Godot invested in Vulkan all the way.

Nah, people will not stop using Unreal because it doesn’t support Vulkan. (Sadly) DirectX 11/12 and Windows is still the standard platform in high-profile gamedev...

Re: Godot 4.0 gets SDF based real-time global illumination

#107

Re-upping this blog post (sadly overlooked when first posted to HN) which asks the reasonable question 'why not just use Godot for general-purpose applications?' https://medium.com/swlh/what-makes-godot-engine-great-for-ad...

You can. This is exactly what Flutter does, as I've commented on that thread you refer to on HN. It uses the Skia renderer that is like a 2d game engine to draw all the elements on the screen. They've had to reimplement everything though, like text fields and accessibility, so perhaps this is why it's not done more often.

To be fair this is what Electron does too via the browsers. It's just doing it via the worse possible way by leveraging technology that's awful for building UIs. I'm a fan of flutter they're definitely onto something. I hope they can bring it to the desktop in a way that works well too.

Re: Godot 4.0 gets SDF based real-time global illumination

#108
post #101
post #93

Earlier quoted context omitted.

> I get why Epic probably funds this Is it just to fuck over Unity?

You're getting downvoted, but Epic is extremely anti-competitive. This is likely the reason.

Epic's store offers a cheaper alternative to a near monopoly on digital game distribution on PC. How are they anti-competitive?

Re: Godot 4.0 gets SDF based real-time global illumination

#109
post #70

Earlier quoted context omitted.

The parent poster is referring to accessibility of the applications produced with Godot, not the accessibility of the IDE. Edit: it's not .NET it's C++.

I don't understand, the IDE for Godot is created with Godot.

Thanks, that's the point I was trying to make. It's more clear when you have read the article.

Re: Godot 4.0 gets SDF based real-time global illumination

#110
post #101

Earlier quoted context omitted.

You're getting downvoted, but Epic is extremely anti-competitive. This is likely the reason.

Epic's store offers a cheaper alternative to a near monopoly on digital game distribution on PC. How are they anti-competitive?

  The enemy (Godot) of my enemy (Unity) is my friend.
Is essentially what this thread is talking about.

At this point (ie. Epic sitting on truck loads of cash), lost revenue for Epic Games competitors is almost as good as revenue for Epic Games. That is what people are talking about when they say anti-competitive. It's another form of a price squeeze.

Post reply on HN