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Godot 3.3

godotengine.org

71–80 of 138 posts

Re: Godot 3.3

#71
Is anyone aware of any serious(ish) open source game projects using Godot? I very much like the idea of game development as a hobby project and I'd think that contributing something small to an existing project is a better way to learn the ropes than just making an entire game by myself.

Re: Godot 3.3

#73
post #59

Earlier quoted context omitted.

AFAIK neither Unreal nor Unity will frustum cull the triangles of a model out of the box and although both offer some other forms of occlusion culling they also only operate at the whole model level.

This is wrong. Unity has frustum culling enabled by default. You are correct that it only operates at whole model level though. Occlusion culling in Unity is fairly straightforward. Simply requires a bake. It also supports 'occlusion areas' where you can give it a hint to do a higher resolution occlusion bake e.g. if you think the player will likely be in that area. Edit: originally misread parent as stating Unity di…

I’m not wrong just being more specific. All three engines frustum cull by default and all three do it at the level of the complete model. I said Unity and Unreal don’t frustum cull at the level of the individual triangle which was the factor the person I was replying to insinuated Godot lacked.

Re: Godot 3.3

#75
post #59

Earlier quoted context omitted.

This is wrong. Unity has frustum culling enabled by default. You are correct that it only operates at whole model level though. Occlusion culling in Unity is fairly straightforward. Simply requires a bake. It also supports 'occlusion areas' where you can give it a hint to do a higher resolution occlusion bake e.g. if you think the player will likely be in that area. Edit: originally misread parent as stating Unity di…

I’m not wrong just being more specific. All three engines frustum cull by default and all three do it at the level of the complete model. I said Unity and Unreal don’t frustum cull at the level of the individual triangle which was the factor the person I was replying to insinuated Godot lacked.

Apologies, misread your comment as "won't frustum cull by default".

Re: Godot 3.3

#76
post #31

Earlier quoted context omitted.

GDScript isn't basically Python. It uses significant whitespace, but that's about as far as the similarities go.

The Godot docs[0] describe the relationship as: "It uses a syntax similar to Python (blocks are indent-based and many keywords are similar)." And[1]: "If you've ever written anything in a language like Python before then you'll feel right at home." So it's more than just whitespace. I seem to recall it being acknowledged that Python was a big influence on GDScript's design and in a number of cases "How does Python ha…

You are not wrong, but the original point was that GDScript is slow because its syntax is similar to Python's and Python is slow. That just doesn't make any sense.

> The default language in the engine is basically python, so it could cause a performance bottleneck.

Re: Godot 3.3

#77

Earlier quoted context omitted.

I've had a similar experience. Godot is a fantastic 2D engine, and a capable 3D engine. If your goal is shipping a fully featured 3D game I'd still recommend Unity or Unreal over Godot, unless you're comfortable with it not being an industry leader. For 2D however, I'd recommend Godot above anything. Godot 4.0 still has a long way to go before it's ready for everyday use fortunately, not even in alpha state yet so I…

And as mentioned in the article/release, they are serious about maintaining Godot 3 and won't neglect it in favor of 4.

The more comments I read in this thread, the more this sounds like Perl 5 and Perl 6.

Re: Godot 3.3

#78
post #7
post #4

I’ve been using Godot for the last month. It’s been so fun to get back to game development as a hobby (it’s how I got into software development). I’ve tried many other game engines in the last few years but Godot just really ... works for me. It just clicks. Love it. Excited to try the new version!

Do you have any suggestion on best learning path/resources for someone with a similar background and goals?

If you want text, and something very simple, then I would (and did) start here: https://docs.godotengine.org/en/stable/getting_started/step_...

It was a very simple process, there were one or two typos I found in the code that an experienced programmer should be able to resolve themselves if they haven't been fixed yet.

I haven't done more yet since but would like to. Unfortunately playing games is too fun.

Re: Godot 3.3

#79

Earlier quoted context omitted.

The Godot docs[0] describe the relationship as: "It uses a syntax similar to Python (blocks are indent-based and many keywords are similar)." And[1]: "If you've ever written anything in a language like Python before then you'll feel right at home." So it's more than just whitespace. I seem to recall it being acknowledged that Python was a big influence on GDScript's design and in a number of cases "How does Python ha…

You are not wrong, but the original point was that GDScript is slow because its syntax is similar to Python's and Python is slow. That just doesn't make any sense. > The default language in the engine is basically python, so it could cause a performance bottleneck.

Ah, I didn't notice that detail of the discussion, thanks.

If "basically python" means "scripting language" vs "C++" then I can see why by that standard "performance" could be a concern to someone.

But, yeah, doesn't seem to be a Python/GDScript specific concern.

Re: Godot 3.3

#80

Earlier quoted context omitted.

The Godot docs[0] describe the relationship as: "It uses a syntax similar to Python (blocks are indent-based and many keywords are similar)." And[1]: "If you've ever written anything in a language like Python before then you'll feel right at home." So it's more than just whitespace. I seem to recall it being acknowledged that Python was a big influence on GDScript's design and in a number of cases "How does Python ha…

You are not wrong, but the original point was that GDScript is slow because its syntax is similar to Python's and Python is slow. That just doesn't make any sense. > The default language in the engine is basically python, so it could cause a performance bottleneck.

python is slow because the extreme flexibility of the language makes it very difficult for compilers/interpreters to perform analysis that could allow optimisations

this doesn't have anything to do with the syntax. we could completely replace python syntax with e.g. pyc bytecode or serialised AST data but the language would still be challenging to execute efficiently as the language is still exactly the same

one can get a few ideas of how python could perhaps be made faster by reading about all the restrictions that rpython imposes

https://rpython.readthedocs.io/en/latest/rpython.html

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