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

godotengine.org

131–140 of 187 posts

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

#131
post #69
post #64

Earlier quoted context omitted.

What's missing? It's got rotating (MMB), panning (Shift + MMB), zoom (scrollwheel) and focus on object (F).

Zoom is limited. It's not infinite zoom. How do I move through the level in Z direction? I saw a video mention WASD keys but it didn't work for me. In unreal you can fly through the level using mouse and keyboard. WASD is cardinal direction and mouse is camera rotation. In godot mouse wheel zooms the camera, but I couldn't find a way to 'move' the camera in Z.

Not familiar with Godot but that sounds like camera dolly.

Afaiu the reason for two different camera control schemes in DCCs and game engines is that they’re suited to different workflows. On the one hand, object-centric orbit-style controls are great for, eg, modeling, whereas free-fly WASD / mouselook controls are great for level blockout, in-scene camera positioning, etc.

By default you have to hold the right mouse down to enable free-fly controls in Unreal.

Sorry you might know all this. Just if you are expecting one camera control scheme and getting another I know it can be frustrating.

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

#132
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.

IMO the issue is as soon as it's paid, there needs to be a "Software Engineering Manager" of some sort or another in the middle of the payers and the workers. That's a very difficult job to hard-code.

Having spent some time maintaining large OSS projects as a first party engineer, these are the options I see:

- pay a fixed donation per month, a la patreon/etc. I would never do this. If I'm buying software for a company I want a real support contract, not a "I'll really try to respond to your issues with higher priority!". If I'm using software in a personal project, I want the monthly burn to be as close to 0 as possible. Also, who takes that money? What do third party PR submitters get? What do people who submit excellent issue reports with crash dumps and full debug traces get? What do first party PR reviewers get? Third party? etc. etc.

- stake money on the closing of a given issue/PR. This is better, but comes with a whole can of worms. The obvious failure mode is a third party contributor submitting a PR, the maintainer saying "eh.... I don't really agree with the way you've done this", then building it themselves. Next step on that train is a fight between the third party and the maintainer about how much influence one's code had on the other. Even if that doesn't happen, the maintainer is almost guaranteed to request changes of some sort, who decides how much the maintainer gets for their work reviewing versus the third party for their work contributing?

Not to mention the dirty little secret behind many third party contributions: if you are new to the repo, the frameworks, oss in general, etc., it is highly likely that the maintainer's work in holding your hand through contributing to the repo will far outweigh the work they'd need to put in to make the change themselves. But few would agree to paying the maintainer to accept their PR, or likely even the maintainer getting more money than them for their own PR.

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

#133

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…

> Maybe it's unfair of me, the retort is always "it's open source, contribute back!" but alas that is how I felt as a USER before I considered being a CONTRIBUTOR. Even as a contributor I've found it very frustrating to contribute to Godot. I've found lots and lots of bugs while working on my own projects using Godot. I spent a lot of time digging in the engine code to figure out the cause, make an issue and a patch…

> While I used Godot 3 for my own projects most of the PRs had to be based against 4.

The lack of support for anything than the bleeding edge in open source is a huge issue :(

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

#135

Do you prefer Godot or Unity for 2D games these days? I did a simple game in Unity and it went pretty well. I'd prefer to use C# if possible. Unity is a very nice environment but IIRC it really seems to chug when reloading user scripts from disk after updates.

You can make unity much faster by disabling "version control" in the package manager, you don't need it but it makes code reload time much much longer. Another huge thing to make things faster is to check the "enable playmode run settings" box and ensure that you don't reload the entire code base every time you press the play button. If a "waiting" box pops up every time you press play then the settings aren't right,…

Thank you for the tips, I will give them a shot.

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

#136

Earlier quoted context omitted.

I also feel that something like Patreon doesn't reflect the semi-decentralised way open source is built. There needs to be features like feature/bug-bounties that you can trust even if you don't fully trust the repo-owner/maintainer?

I'd be more okay with donating via Patreon if they didn't do the thing where every internet platform that becomes successful feels the need to start going down the political route. I'm not sure if this is a more of an issue due to the employees, or due to social media pressure, or if it's just "keeping up with the times" but I hate it. And it's also so US-centric, which makes sense as they are usually US-based compan…

This seems like a natural outcome of running such a platform. The platform is trying to optimise revenue. They can choose which user complaints to support/reject but they can’t satisfy everyone.

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

#137

Earlier quoted context omitted.

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.

The word "political" is used in a number of ways. When someone says "How could __not__ be political? Of course it is political." in response to someone complaining about becoming political, I think the person responding is typically using the word "political" in a way different from how it was being used in the original complaint.

I think it would be best to attempt to understand what the person complaining meant by "political", (and if one dislikes using the word "political" by itself to express that idea, or if is unsure if one is interpreting correctly, perhaps rephrase the idea in one's own words, and maybe ask if that was what was meant) and respond to that.

I saw a poll result the other day, which said that, in 2020, some voters and some corporate executives were asked whether they approved of companies expressing support for political/electoral/whatever causes/social issues, and given the options of "yes", "yes, but only if directly related to the company's core business", and "no". According to this poll result, less than 40% of voters picked "yes", and almost 80% said either "yes" or "yes, but only if directly related to the company's core business". (for completeness, but not really relevant to my point : over 60% of the corporate executives polled said "yes", and under 10% said "no")

Perhaps an analogy can be drawn between these two situations?

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

#138
post #10

I really don't like the RenderingDevice abstraction they've ended up with. It's strongly reminiscent of OpenGL, doesn't expose command buffers or queues (no async compute). Barriers are too coarse. There's also no support for a bindless approach, no GPU driven rendering or even just GPU culling.

https://news.ycombinator.com/item?id=15338055

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

#139
post #23

Earlier quoted context omitted.

> By using a web engine, it can be easier for them to share their games Godot and Unity allow exporting into web projects.

On paper or to an engineer it might feel comparable but it just is not. WebGL introduces a lot of complexities.

Question for you and the sibling comment: What are the issues with WebGL, in your experience? It has been around for over a decade at this point, and I often wonder if it has yet to become a viable target.

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

#140

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.

Patreon exists, but I hesitate to contribute to projects/people through Patreon as I want to give them as little money as possible...

There is always Liberapay https://en.wikipedia.org/wiki/Liberapay
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