Live data from Hacker News

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

godotengine.org

141–150 of 187 posts

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

#142

If you are looking for a AAA open source engine today with an open community, check out https://www.o3de.org I hope Godot continues to improve and competition increases in the open source AAA gaming engine space as this space is well overdue for fully open source options.

I wouldn't attach myself to it, the community( Amazon employees mostly) are friendly, they'll even offer to help you with any issues you run into.

But seriously, no games exist, no real demo projects with it exist. For some reason it uses Lua instead of strongly typed language like C#.

Seriously, games NEED types. At scale projects get really messy without them. Oh wait, O3de pushes script canvas on you.

At the end of the day , I find myself getting sucked back into Unity. Unity could be better, but it's still the best engine for most people. Much of that is just due to documentation. For some reason Amazon decided effectively hide all of it's old Lumberyard docs and examples when they rebranded as O3de. No one will ever know why.

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

#143
I wonder will Godot be the next Unity? Everyone I know who has seriously gotten into it complains about bugs in fundamental things (like floating point operations in one case)

Thinking back, early Unity was rock solid. The core stuff was great, it's all the newer stuff in Unity that sucks.

I guess if people keep patching Godot then it will be fine.

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

#144
post #28

Godot felt frustrating to use every time I've tried it, on both 4.x and 3.x versions. Compared to Unity, it was a massive improvement, the editor was much faster without crashing, and it had a reasonable node-graph design. However, I think some of the "elegant" designs pursued in Godot and some up-and-coming Rust game engines often end up feeling very time-consuming to fit your code in their abstraction (whether it b…

imagine doing OOP in 2023

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

#145

Earlier quoted context omitted.

> 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.

And Unity

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

#146
post #57

Godot does not have an equivalent for Nanite or Lumen. Real time GI makes such a radical difference in a way games look.

Godot has realtime GI... And while it doesn't have streaming as mentioned it does have automatic LOD reduction and occlusion culling which are both a part of what Nanite does.

> it does have automatic LOD reduction

Sure, Roblox does too, to some extent. Nanite allows all of this to be taken to the extreme, allowing you to do things that are practically impossible with other engines, including Godot. I think the next gen of games, that use Nanite, are going to stand out in a ridiculous way, which is often appealing for AA/AAA studios.

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

#147

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?

I imagine he is thinking of things like SDL, SFML, Macroquad and so on.

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

#148
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.

I don't know about crowd source, but one of my favorite solutions come from the ElementaryOS team. Their software store allows you to pay for what your downloading and I think that goes directly to the project? So its like opening the GNOME software center, but having the ability to donate right there as you go to download it.

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

#149

Earlier quoted context omitted.

As someone who doesn’t follow the details of day to day Very Online politics-adjacent drama, I haven’t heard much about Patreon, so… they seem to be threading the needle well enough to stay off the radar of boring normies like myself. What’s their issue?

They started banning creators who made NSFW content a few years ago, might be that. They never allowed porn, but they started hammering down on all sorts of erotic material. I don't really care, but others do.

I think that was more at the behest of the payment processors, Visa and MC absolutely hate adult content-related stuff. Which is fucking stupid, IMHO

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

#150
post #72

Earlier quoted context omitted.

I don't know about fun, but structurally, polish is one of the hardest things to contribute to an open source project. Polishing usually has a very large "activation energy", where the overhead of synchronizing, making a PR, building consensus, etc. dwarfs the actual effort in the patch. Polishing may involve hundred or thousands of small changes like this. Outsiders are likely to prefer contributing large features w…

On top of that, polish usually involves some amount of opinionated design, which can be hard to contribute to an open source project - you’ll break someone else’s workflow, or maybe it doesn’t mesh with the ideas of a core maintainer, etc.

Yes let's wait and see the inevitable response here to the Audacity redesign... I'm sure everyone will be very positive about the polish! /s
Post reply on HN