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

godotengine.org

151–160 of 187 posts

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

#151
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

[deleted]

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

#152

Earlier quoted context omitted.

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

It's due to chargeback risk. A lot of times folks will be caught paying for adult content on a credit card statement by a family member. They'll just tell family that it was fraud and dispute the charge. This occurs frequently enough that Visa and MC aren't fans of adult content on their payment networks.

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

#153

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?

* glfw, SDL - C, low level, require more work to get started with (maybe coupled with bgfx if you don’t want to write your own renderer).

* SFML (C++), Ebitengine (Go), bevy (Rust) - high level, easier to use.

* LÖVE2D (Lua), raylib (C) - even higher level.

And Dear ImGui is a must for implementing debug UI/level editor/tools. And maybe PICO-8 as an alternative (it’s something in-between of a low-level framework and a game engine)

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

#154
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…

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…

Agreed. Making custom editors/tools/content pipelines is also much easier when you have your own engine. Of course, you can write custom plugins for some engines, but I always felt uneasy about this - plugin API always breaks and you need to learn a lot of specifics of the engine to make something non-trivial (which is hard, because those engines are usually gigantic in scope).

The downside of making your own engine is that it’s usually gets more fun to develop the engine itself than games with it…

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

#155
post #45

I like how they address their own short comings. This is markedly different to a lot of Linux fanatics in the past. (Though I will say for Linux the ux is truly becoming more and more on par with a closed source a os)

But they address what they think are their shortcomings which I feel is likely not the actual shortcomings.

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

#156

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.

> They never allowed porn

WAT? I pay for porn on patreon and have for years. Maybe it's just live video porn that's banned? I have no idea. AFAIK the artists I'm subscribed to are not hiding their creations. In fact they're all over sites like pornhub, spankbang, etc with their patreon address in their videos. It's all CG or real time 3D but it's most certainly porn.

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

#157
A red flag for me is all the talk about optimizing which focuses on making things multi-threaded as if that was a silver bullet. Recently we took multi-threading out of a portion of a renderer and then fixed what actually was slow and it's now running single-threaded and much faster than the previous multi-threaded version. Learning to understand what your real bottlenecks comes from experience in how to profile. Saying your are going to fix things by going multi-threaded is great and all but first understand why your single threaded performance is poor. Not all systems are going to respond simply by going multi-threaded.

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

#158
post #85
post #24

Earlier quoted context omitted.

What's an example of something that does blindless fully GPU driven rendering? Would it mean CPU lag wouldn't slow your game because the camera could be fully controlled by the GPU?

I wrote extensively about that as part of my vulkan guide. https://vkguide.dev/docs/gpudriven . The TLDR of it is that you have the cpu upload scene information to the GPU, and then the GPU performs culling and batching by itself in a series of compute shaders. In most games the scene is 99% static, so you can upload the scene at the beggining and never touch it again. this decreases CPU-GPU traffic by orders of magn…

Love your site btw!

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

#160
Can someone ask why does it needs to cater to AA and AAA studios?

Unreal is already great for this, with Unity trying it's best to get there. We need an engine focused on the problems of smaller developers, especially on mobile. Defold is another open source engine that seems focused on this, which makes more sense to me.

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