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Godot for AA/AAA game development – What's missing?

godotengine.org

121–130 of 187 posts

Re: Godot for AA/AAA game development – What's missing?

#121
Super subjective. Not a Godot developer/user/..., just a gamer who played games that were developed with Godot.

Not much I'd say, given that there's quite a few "successful" (eg. enough buyers for many positive reviews) games on Steam. Also based on those games typically being very small studios I'd assume that if a company that repeatedly throws out AAA games (that aren't just some small improvements of an existing codebase) would use Godot to do so it would be a AAA game.

Re: Godot for AA/AAA game development – What's missing?

#122
post #88
post #32

On elf/linux, it is missing a static libstdc++ which has the decency to libdl(dlopen/dlsym/dlclose) all its (module/version)s&(symbol/version)s from the system. But the culprit are c++ gcc devs, not godot devs.

Have not tested this but can you not build with llvm's libc++.

I don't think llvm libc++ has a libdl mode, because that would mean that all games coded with c++ should switch to clang.

Re: Godot for AA/AAA game development – What's missing?

#123
post #25

Earlier quoted context omitted.

That's one of the issues with open source, polishing isn't "fun", where massive rewrites to a new thing are.

I don't understand why there hasn't been a widely successful crowd financing platform for open source yet. I imagine it has to be a bit complex but it sounds like a solvable problem.

liberapay.com is pretty much that.

No fees - 100% non profit.

Probably not "widely successful", though, otherwise you would have heard of it. And the overal money flowing through it, is quite modest. The main problem is still in the minds of people, I think. If something is free, then there is no need to pay, then most won't pay (or they pay 5€ and think they own the developer now).

Re: Godot for AA/AAA game development – What's missing?

#124

Earlier quoted context omitted.

As most people working on these are probably aware, this is very easy to implement in a 3d engine using a quaternion orientation that rotates the WASD vectors, updating position and view orientation accordingly. Can do it with FPS friendly things like WASD + Q and E for roll, and space and C for up/dn. And blockers on patching this into the editor? Context: I have a very basic engine written in Rust/WGPU. Mainly usin…

> Can do it with FPS friendly things like WASD + Q and E for roll, and space and C for up/dn. > > And blockers on patching this into the editor? This is exactly how the editor works. It's just not the default mode. They call it freelook mode. You can either hold the right mouse button or toggle it with shift+F.

TBH, this is completely undiscoverable. I can understand the GP poster missing it. I went looking through the menus and clicked all the buttons in the viewport and didn't find this (and still can't, other than in the settings).

Re: Godot for AA/AAA game development – What's missing?

#125

Earlier quoted context omitted.

This is why I prefer using libraries to abstract away the complicated parts of doing low level graphics, sound, etc over game engines/frameworks. Engines call me, instead of being called BY me, and that forces me to use their whole environment instead of picking just what I need, as well as forcing me to distort the concepts and abstractions that are most natural for how I think about a problem to fit into the existi…

Is there a set of libraries you'd recommend in this vein?

Unfortunately, not really. I don't actually have a ton of experience with gamedev outside of engines, I just know what the failings of engines are from using them for a few projects over the years. The one library I might've recommended is a Rust one that's now defunct.

Re: Godot for AA/AAA game development – What's missing?

#126
post #104

Earlier quoted context omitted.

This is why I prefer using libraries to abstract away the complicated parts of doing low level graphics, sound, etc over game engines/frameworks. Engines call me, instead of being called BY me, and that forces me to use their whole environment instead of picking just what I need, as well as forcing me to distort the concepts and abstractions that are most natural for how I think about a problem to fit into the existi…

I find this hard because games often end up quite tightly-coupled, so while you don't have the pathfinding code reaching into the rendering, the rendering is usually coupled to the game object model and it's hard to make it reusable outside of a specific engine. That and the fact that AAA studios do not want to open-source anything for some reason.

That's true. That's why if I ever write another game I'm going to write it basically from scratch myself lol, true NIH-suffering indie gamedev style.

Re: Godot for AA/AAA game development – What's missing?

#127

Earlier quoted context omitted.

I don't understand why there hasn't been a widely successful crowd financing platform for open source yet. I imagine it has to be a bit complex but it sounds like a solvable problem.

Wikipedia, Mozilla, Gnome... they've all been found to be poor stewards of donated money, using it for pet ideological projects instead of the projects that are the foundation of each organization. If I go to the discussion site for many FOSS projects, it's hard to go very long without seeing lots of political activism being pushed. FOSS decided to become political or those who are political decided to invade FOSS. E…

FOSS had always beeen political. How the heck is giving you the freedom to modify and tinker the source code of the software you are using, no string sattached, not a political act? I think it's fair to say that then "the ones who just want to have things for free as in beer" came. But FOSS has always been pretty utopian.

Re: Godot for AA/AAA game development – What's missing?

#128
post #60

I really enjoy creating in Godot. However, I am far from a AA/AAA game dev. Godot is a great tool for creating games independently. Creating 2D tilemaps is significantly improved in Godot 4. For me, the most exciting thing to happen to Godot is the Steam Deck. The question of how to run Godot on the Nintendo Switch came up frequently on r/godot. There was no practical avenue for small time devs. I'm excited to see wh…

I think people are interested in consoles because they want access to those communities. There's a lot of people that wont deal with PC gaming, and those people wont use a Steam Deck either. I would want my game to be available to console gamers, for profit and to share my with with as many as possible. As good as the Steam Deck may be, I don't think it will lessen interest in the video game consoles.

You can't just become a console developer though... You need to have proven releases on desktop or mobile before any console maker will even let you touch their devkit...

Re: Godot for AA/AAA game development – What's missing?

#129
post #25

Godot is a nice engine. I did a 3D project in it during the 3.0.x era and it was by far the friendliest and easiest engine I have used to-date. I think it gets a lot of love from people (myself included) because of that. The node system is absolutely wonderful to work with and GDScript is not bad as well. It's the most productive I've been in a game engine and I regularly contemplate going all-in on Godot for the fut…

That's one of the issues with open source, polishing isn't "fun", where massive rewrites to a new thing are.

Just like all other software!

Re: Godot for AA/AAA game development – What's missing?

#130

Earlier quoted context omitted.

As most people working on these are probably aware, this is very easy to implement in a 3d engine using a quaternion orientation that rotates the WASD vectors, updating position and view orientation accordingly. Can do it with FPS friendly things like WASD + Q and E for roll, and space and C for up/dn. And blockers on patching this into the editor? Context: I have a very basic engine written in Rust/WGPU. Mainly usin…

> Can do it with FPS friendly things like WASD + Q and E for roll, and space and C for up/dn. > > And blockers on patching this into the editor? This is exactly how the editor works. It's just not the default mode. They call it freelook mode. You can either hold the right mouse button or toggle it with shift+F.

Also how Unreal works, by default. Holding right-click mouse button enables WASD movement and mouselook. Works great, once you get used to it.
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