Godot 4.7 Beta with HDR Output, Ray-Tracing Improvements and Editor Enhancements
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Re: Godot 4.7 Beta with HDR Output, Ray-Tracing Improvements and Editor Enhancements
#2Compared to Unity hitting flow state in Godot and sustaining it is trivial.
Godot is an easy choice for a Hackathon or a fun prototype project. And increasingly becoming my go to choice for larger projects.
Re: Godot 4.7 Beta with HDR Output, Ray-Tracing Improvements and Editor Enhancements
#3For my games I manually worked through the Vulkan tutorial along with other essential components like input and sound.
Those austere code bases now act as constraints and frameworks for AI; the AI fills in the blanks for the specific game project.
I feed AI designs and it figures out the missing functionality.
Also have done similar to create my own scripting language; defined the compiler and grammar, syntax and have AI filling blanks.
These tight constraints have helped my local AI stay on rails. It can check Google Gemini when it's really stuck
Will leave the OS kernel and drivers up to those types. But I am well underway to an entire suite of userspace apps and my own Linux distribution that boots to my game engine as a "desktop" metaphor. Backed by a visual data model that can recreate the look of Firefox and renders websites as shaders
Re: Godot 4.7 Beta with HDR Output, Ray-Tracing Improvements and Editor Enhancements
#4Godot is so driven by whatever sounds neat to work on that it has three completely different rendering systems, all buggy and mediocre. At least two shipped tilemap systems, one deprecated. And several systems like its autotiler where the community standard is to never use the built in one and to always replace it with a well known, much better add-on, and then to have to remember to avoid all the built in UI nudging you towards the built-in one.
Such a weird foundation for a project. Tons of hype but not a lot of successful games relative to usage.
Re: Godot 4.7 Beta with HDR Output, Ray-Tracing Improvements and Editor Enhancements
#5Meanwhile, if you have more than 32 or so colors in a palette swatch, the color picker becomes permanently unusable for your project. Godot is so driven by whatever sounds neat to work on that it has three completely different rendering systems, all buggy and mediocre. At least two shipped tilemap systems, one deprecated. And several systems like its autotiler where the community standard is to never use the built in…
Re: Godot 4.7 Beta with HDR Output, Ray-Tracing Improvements and Editor Enhancements
#6Meanwhile, if you have more than 32 or so colors in a palette swatch, the color picker becomes permanently unusable for your project. Godot is so driven by whatever sounds neat to work on that it has three completely different rendering systems, all buggy and mediocre. At least two shipped tilemap systems, one deprecated. And several systems like its autotiler where the community standard is to never use the built in…
Road to Vostok. Dev jumped the Unity ship and remade the game in Godot, seems to have gone pretty well.
Re: Godot 4.7 Beta with HDR Output, Ray-Tracing Improvements and Editor Enhancements
#7Meanwhile, if you have more than 32 or so colors in a palette swatch, the color picker becomes permanently unusable for your project. Godot is so driven by whatever sounds neat to work on that it has three completely different rendering systems, all buggy and mediocre. At least two shipped tilemap systems, one deprecated. And several systems like its autotiler where the community standard is to never use the built in…
> Such a weird foundation for a project. Tons of hype but not a lot of successful games relative to usage. Road to Vostok. Dev jumped the Unity ship and remade the game in Godot, seems to have gone pretty well.
Re: Godot 4.7 Beta with HDR Output, Ray-Tracing Improvements and Editor Enhancements
#8Meanwhile, if you have more than 32 or so colors in a palette swatch, the color picker becomes permanently unusable for your project. Godot is so driven by whatever sounds neat to work on that it has three completely different rendering systems, all buggy and mediocre. At least two shipped tilemap systems, one deprecated. And several systems like its autotiler where the community standard is to never use the built in…
Slay the spire 2
Re: Godot 4.7 Beta with HDR Output, Ray-Tracing Improvements and Editor Enhancements
#9Meanwhile, if you have more than 32 or so colors in a palette swatch, the color picker becomes permanently unusable for your project. Godot is so driven by whatever sounds neat to work on that it has three completely different rendering systems, all buggy and mediocre. At least two shipped tilemap systems, one deprecated. And several systems like its autotiler where the community standard is to never use the built in…
Slay the spire 2
Slay the spire is also one of the least demanding games, in one of the least demanding genres, for a game engine. In fact the devs specifically pointed this out in their article a year or so back when they discussed testing Godot for viability.
Re: Godot 4.7 Beta with HDR Output, Ray-Tracing Improvements and Editor Enhancements
#10Meanwhile, if you have more than 32 or so colors in a palette swatch, the color picker becomes permanently unusable for your project. Godot is so driven by whatever sounds neat to work on that it has three completely different rendering systems, all buggy and mediocre. At least two shipped tilemap systems, one deprecated. And several systems like its autotiler where the community standard is to never use the built in…
> Such a weird foundation for a project. Tons of hype but not a lot of successful games relative to usage. Road to Vostok. Dev jumped the Unity ship and remade the game in Godot, seems to have gone pretty well.
> this game is far from being the "Godot 3D Showcase" game since I hardly even use normal maps and most of the assets are just low-poly shapes without any modern techniques (like PBR or photogrammetry)