I tried using Godot for Web game toy projects and unfortunately the base file size is like 12MB and closer to 40MB if you use C#. I think Unity was like 3MB with C# Not a big deal for a lot of cases. Don’t let it deter you. But for my specific target it was a problem. To be honest I’m not sure how Unity can be so small. Does it compile the C# or something avoiding the need for a beefy runtime?
The anatomy of a Godot API call
31–40 of 195 posts
Re: The anatomy of a Godot API call
#32This matches up with what I've heard from people with experience in both Unity and Godot. As convenient as it would be if Godot was ready to swap in for Unity, it's got some significant issues that would make that difficult to unfeasible for many people.
Nobody suggested that Godot was on par with Unity. The hope is that resources get diverted away from Unity towards Godot so that it can develop into a top-notch game engine. It's time to stop waiting and start working on Godot.
It reminds me of the linux debate:
- A: I hate Windows telemetry
- B: Then switch to linux. It's as good
- A: But it doesn't have a good video editor.
- B: You should develop your own video editor and share it with the community
- A: Ughh... I just want to edit my videos...
I use linux and love it, but there are users who need Windows or Unity.
Re: The anatomy of a Godot API call
#33Earlier quoted context omitted.
Nobody suggested that Godot was on par with Unity. The hope is that resources get diverted away from Unity towards Godot so that it can develop into a top-notch game engine. It's time to stop waiting and start working on Godot.
I've seen comments here on HN that make me believe some people think Godot is on par with Unity, or that it will be soon. The title of the linked article also acknowledges that some people in the world at least have a misapprehension to that effect.
The proof, as they say, is in the pudding.
Re: The anatomy of a Godot API call
#34> That’s right, our raycast is returning an untyped dictionary. This is probably the biggest red flag for me, why would you use an untyped dictionary for something as essential and commonly used as a raycast result?
Re: The anatomy of a Godot API call
#35So the decision for slow interop is caused by choosing to have parity between GDScript and C# because the former forces the types to be heap-allocated...and community might dislike a performance-friendly change which will break the parity in favour of C#. To be honest, if Godot embraces it becoming the Noah's Ark for Unity developers and prioritizes C# over GDScript to improve performance, it could be good both for G…
I've only briefly played around with Godot, but how does one get type-assisted autocomplete on variables and methods? Is there a type-hinting for the IDE? Kind of broke it for me. Maybe I should've tried C#.
Re: The anatomy of a Godot API call
#36Unity has their fair share of bolted on methods with a "NonAlloc" suffix. Seems obvious to prioritize raycasts / intersection / collision code to receive this treatment.
I've noticed a few lower lift things I'd like to submit PR's for, just to see how/if I can help.
Re: The anatomy of a Godot API call
#37How usable is Godot's native/C++ API for actual game programming, akin to Unreal? (never mind the hot reloading).
It's a lot clunkier than Unreal. You'll have to build a .so/.dll using scons or cmake (good luck finding a CMakeLists.txt that actually works) and you have to register all types manually. You will also not be able to work around the issues with the APIs mentioned in the article around dictionaries AFAIK. There is no header tool and no autogenerated code for your classes. Oh, and reloading the DLL on Windows requires…
Re: The anatomy of a Godot API call
#38I tried using Godot for Web game toy projects and unfortunately the base file size is like 12MB and closer to 40MB if you use C#. I think Unity was like 3MB with C# Not a big deal for a lot of cases. Don’t let it deter you. But for my specific target it was a problem. To be honest I’m not sure how Unity can be so small. Does it compile the C# or something avoiding the need for a beefy runtime?
Re: The anatomy of a Godot API call
#39How usable is Godot's native/C++ API for actual game programming, akin to Unreal? (never mind the hot reloading).
It's a lot clunkier than Unreal. You'll have to build a .so/.dll using scons or cmake (good luck finding a CMakeLists.txt that actually works) and you have to register all types manually. You will also not be able to work around the issues with the APIs mentioned in the article around dictionaries AFAIK. There is no header tool and no autogenerated code for your classes. Oh, and reloading the DLL on Windows requires…
Re: The anatomy of a Godot API call
#40So the decision for slow interop is caused by choosing to have parity between GDScript and C# because the former forces the types to be heap-allocated...and community might dislike a performance-friendly change which will break the parity in favour of C#. To be honest, if Godot embraces it becoming the Noah's Ark for Unity developers and prioritizes C# over GDScript to improve performance, it could be good both for G…