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Godot 4 Beta 1

godotengine.org

91–100 of 119 posts

Re: Godot 4 Beta 1

#91
post #75
post #27

Earlier quoted context omitted.

Even seemingly simple games are clocking in at 100GB+ in disk space. I think in terms of performance many games are setting the floor at the Nintendo Switch or the Steam Deck, often ripping out features to get it to run on those platforms (CIV6, 2k etc). This is one reason I really admired Valheim (~1GB). Though even that game had CPU issues (also its an indie title so...).

I'm aware of large AAA games taking up that much space (Doom Eternal, Red Dead Redemption 2) but they could hardly be considered "simple". Do you have examples of what you're talking about?

[dead]

Re: Godot 4 Beta 1

#92

Been meaning to pick up Godot one of these days, how does it fare on the wasm/webGPU front?

No WebGPU support yet in the engine

Why would it have WebGPU support, it's not even supported by any browser[0] at the moment.

[0] - https://caniuse.com/webgpu

Re: Godot 4 Beta 1

#93
post #24

For the elf/linux target, I hope the build containers have a really, really old glibc (dunno which version it is) and the "-static-libgcc" and "-static-libstdc++" are defaults.

Honestly, given the state of linux games, hope they target musl

I would like too. But games needs to load system libs (which are linked to a glibc), and games are not fully libdl-ized (dlopen/dlsym/dlclose). Additionnaly gcc static libstdc++ does not have a "libdl" mode, or even worse: it seems it links to internal glibc symbols. The glibc "should" be libdl clean, minus of few C runtime services I guess.

Basically, binaries of games cannot be "pure" and "simple" ELF64, in other words cannot load with any libc/elf runtime (musl/glibc/bionic?/etc) until there is the right symbol/version because of the static libstdc++ (some libgcc services too).

They would have to fork libstdc++, third-party libs, and fully libdl-ized them (in theory, it is easy brutal work).

c++ ABI is a nightmare, glibc symbol versioning is amok, well the devs of those components seem to ignore carefully that games have been available on elf/linux for 10 years.

Re: Godot 4 Beta 1

#94

It would be nice if we brought the rule back where it's against HN guidelines to post submissions for every new version of some software. Every Godot thread ends up with the same comments posted, none of them particularly interesting or insightful. And in this particular case, it's not even an official release; it's just a beta!

I hope to be the one to post LÖVE 12 when its out. LÖVE is a far superior game engine in every way! https://love2d.org/

It looks nice. Will it give me direct access to the C and SDL APIs? Can I use my own SDL cdefs?

Re: Godot 4 Beta 1

#95
post #23

from the article, >>As much as we love exciting new features, we also want to see people create games on the full spectrum of devices for everyone to enjoy. This is one of the main attitudes of the Godot team I really appreciate a lot. It might be easy for people in more developed nations to upgrade their hardware every few years, but there's people still playing games running on computers from 2002 and before. I use…

Optimization levels of many newer games are terrible. Low-poly, visually simplistic games like Fortnite, Risk of Rain 2, Valheim, and Deep Rock Galactic barely run on a friend's computer (that was made only 5 years ago). Visually more complex games like League of Legends run buttery smooth on the exact same hardware. (ironically, he says that Valorant, made by a non-Epic company, apparently runs significantly better…

I think prebaked lighting plays a huge role here - the maps in Valorant are statically lit, small confined spaces, and probably all the lighting and shadows is prebaked, save for the characters. Late 2000s hardware could already make games look amazing with this level of power, combined with good art direction.

All the games you mentioned in your post have dynamic levels, and must calculate all their lighting on the fly.

Re: Godot 4 Beta 1

#96
post #93

Earlier quoted context omitted.

Honestly, given the state of linux games, hope they target musl

I would like too. But games needs to load system libs (which are linked to a glibc), and games are not fully libdl-ized (dlopen/dlsym/dlclose). Additionnaly gcc static libstdc++ does not have a "libdl" mode, or even worse: it seems it links to internal glibc symbols. The glibc "should" be libdl clean, minus of few C runtime services I guess. Basically, binaries of games cannot be "pure" and "simple" ELF64, in other w…

I'm not really proficient with games or C/C++ or gcc therefore please forgive me if this question sounds naive:

With games already being large downloads wouldn't it make sense to bundle many/most libraries directly instead of relying on system versions?

I did some experiments (with rust) and found musl builds and static linked libraries working quite fine.

Re: Godot 4 Beta 1

#97
post #47

Earlier quoted context omitted.

Yeah callables are a great addition to 4!

Yeah it is part of why I'm going to start with GDScript instead of jumping straight to dotnet 6 (which is what initially got me thinking about trying the new version). I may still jump to c# but I wanna give GDScript a fair shake first. Plus the docs/tutorials tend to be more plentiful for GDScript.

Well GDScript and it’s nodetree is great for early days prototyping, even if you decide to redo it later in another fashion. So getting that under your belt is definitely not a bad idea.

Re: Godot 4 Beta 1

#98

Been meaning to pick up Godot one of these days, how does it fare on the wasm/webGPU front?

WebGPU's Chrome trial ends in February so we will have to wait until Godot 4.1 most likely.

Re: Godot 4 Beta 1

#99

Earlier quoted context omitted.

UE, especially on the networking side, always feels like the poor man's id Tech. Even stuff like QuakeC was miles ahead of Kismet.

Yeah, everything about early id Tech is just, without exaggeration, decades ahead of Unreal. Of course, sex sells, so since Unreal renders fairly well, for this reason alone I think it attracts amateurs. I think Godot wants to do the same thing, and I'm sure it'll work, but the authors are just like the rest of the open source community in that they don't actually work on features meaningful to most games. Back to Un…

Interesting. I know that Frost Giant (heir apparent to the Starcraft/Warcraft part of Blizzard) has said that they're building their own gameplay logic engine and networking stack on top on UE5 for their RTS, I wonder if what you're saying is part of why.

Re: Godot 4 Beta 1

#100
I love everything Godot. My first experience with 3d was with Opengl 15 years ago and seeing what is now possible (for free) is mindblowing.
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