[HN Gopher] Godot Editor running in a web browser ___________________________________________________________________ Godot Editor running in a web browser Author : SquareWheel Score : 182 points Date : 2020-05-29 19:13 UTC (3 hours ago) (HTM) web link (godotengine.org) (TXT) w3m dump (godotengine.org) | anderspitman wrote: | This is awesome. Question: everything I've read[0] about WebDAV | indicates tons of compatibility problems between implementations, | even those built into operating systems. I wonder what the plan | is to deal with that? | | Also, are there any off-the-shelf WebDAV client libraries for | browsers? | | [0]: https://news.ycombinator.com/item?id=10213657 | stakkur wrote: | I've been waiting for this. | skybrian wrote: | I'm not a game developer but it seems like syncing with a | standard git repo would be ideal. Is that possible with games or | do the assets prevent it? | anderspitman wrote: | Your intuition is correct. git alone isn't going to cut it for | the assets. | slezyr wrote: | git lfs plugin should help with that one. IIRC Godot's editor | has some support for creation of git repositories | | https://git-lfs.github.com/ | t0astbread wrote: | I'm still amazed how small the Godot editor is (last time I | checked it was ~25MB). Just how are they able to pack this much | functionality into such little space? | gjkood wrote: | I guess its all relative. | | In the late 80s I was impressed by a full Wordstar compatible | text editor for Turbo Pascal which only occupied 25K (including | the compiler). Times have indeed changed. | nightowl_games wrote: | A lot of the godot size is the images it packs in itself. | | When I cloned the godot repo, I could understand the | architecture just by the file names. | | I started falling in love with it as the easily | understandable file names started streaming down from the | cloud. | | It's truly a public good. | gnulinux wrote: | > A lot of the godot size is the images it packs in itself. | | For comparison, emacs's installed size is 76K [1]. | | [1] https://packages.debian.org/sid/emacs | yepguy wrote: | That's the installed size of the metapackage containing | no emacs executable, no elisp files, and no | documentation. | | On my system the emacs executable is 39M and the entire | installed package is 128M. (Additionally, my Doom Emacs | folder takes up another 840M.) | tetris11 wrote: | > Additionally, my Doom Emacs folder takes up another | 840M. | | HOW? | gnulinux wrote: | Ah so sorry about that. I should have checked. | xigency wrote: | Well, we should be impressed with 25MB for a decent game | editor since the other players like Unity and Unreal Engine | are probably around 25GB. It's also a fraction of Slack or | Chrome or even the Rust compiler I believe. | snazz wrote: | The Chromium package on Arch Linux is around 68MB. The | Electron runtime is a surprisingly reasonable size. | Interestingly, the Go package is over 110MB. Rust is | larger. | kick wrote: | The Chromium package on Arch Linux is actually just a bit | under 200MB when installed. Are you looking at the | download size? | gnulinux wrote: | 1 order of magnitude in 40 years? Doesn't seem a lot, but if | applies exponentially would mean we will have some IDE in | 2060 that's 25GB and someone will find it impressive. That's | a lot of bytes for an editor. | kroltan wrote: | Visual Studio is probably way more than 25GB, and it's 2020 | still. | leddt wrote: | Depends on what packages you install, but my VS 2019 | install folder is 2.5GB. | kroltan wrote: | My VS folder itself is 4.1GB, but there are tons of other | stuff that gets installed too. I know I downloaded about | 28GB on my first install. | kencausey wrote: | Defining an 'order of magnitude' as 1024 seems a little odd | to me. I would consider this to be closer to 3 orders of | magnitued. | eggy wrote: | 1024 (2^10) is ~10^3 (I know switching bases!) vs say 10 | (10^1), so two orders of magnitude larger in general. A | gig 10^9 would be many orders of magnitude. An order of | magnitude is generally a jump to the next power of 10. So | 10 (10^1) is an order of magnitude larger than 1 (10^0) | as 100 (10^2) is to 10 (10^1), and so on. People | frequently misuse the term when speaking in technical | terms. When the average person uses it to denote a big | jump, I let it go - usually ;) If you stick with base 2 I | guess you could say many orders of magnitude (2^32 = | 4,294,967,296 vs 2^8 = 256, or 24 orders of magnitude?). | rowanG077 wrote: | Having a little bit of discipline is all that's needed. | TeaDude wrote: | She's not as small as she used to be (Currently sitting at | 61.1MB and has been over 30MB since 3.0) but to put that in | perspective, that's smaller than the binaries for Half-Life 2 | and even Half-Life 1. The release binary is even smaller at | 33.5MB! | z3t4 wrote: | It's amazing that a native Windows/Mac app can be compiled to run | in a web browser. However Web-assembly does not mean better | performance. A native browser app would most likely be faster. | nightowl_games wrote: | What do you mean by native browser app? Like JS + WebGL? | z3t4 wrote: | JS is usually not the bottleneck in web apps. The bottleneck | is most of the time rendering. Rewriting the app in JS would | make it faster then the Webassembly version. It's a common | misconception that Webassembly is faster then JS. Although | theoretically possible, the compiler wouldn't be able to beat | a skilled JS developer's hand written JS specific for the web | platform. A turtle is faster then a rabbit - in water. | snazz wrote: | I'm guessing that an app written for WebAssembly in the first | place would be faster than an app written for the desktop | when they're both running in the browser. | antoineMoPa wrote: | I wonder when firefox will re enable SharedArrayBuffer. | jszymborski wrote: | Seeing as it's available in Firefox Nightly, it'd imagine it'd | be in the next release provided it doesn't present any problems | from then and now. | msie wrote: | Godot is such an amazing/polished game engine. I like it a lot | more than Unity (at least for 2D). | xrd wrote: | I clicked on the doc link from within the native editor. It is | less of a tutorial than I had hoped. Do you have a suggestion | for getting started with it? | truncate wrote: | I recently got started by following couple videos on YouTube | which are not hard to find. I've just followed very basic | lessons, mainly to get familiar with non-programming aspects | (scripting part is _very_ easy if you already know | programming). | | There is also a Humble Bundle out there right now where you | can get some basic lessons as low as $1[1] | | [1] https://www.humblebundle.com/software/learning-game- | coding-a... | jszymborski wrote: | The step by step docs have been very useful for me: https://d | ocs.godotengine.org/en/stable/getting_started/step_... | | If you're a "work bacwards from a finished project" kind of | person, this tutorial is quite great as well | | https://docs.godotengine.org/en/stable/getting_started/step_. | .. | xrd wrote: | That's great. And, I love that the examples all specify | /home/ubuntu as the home directory, so the author is | clearly using Linux. This is really cool. | IshKebab wrote: | How does it compared to Unreal? I've been using it a little to | try and make a VR game and it's generally quite good I'm | finding there are loads of bugs, or at least weird behaviours | with materials and the OpenGL ES3 mode. And every time you | change a setting it compiles like 3000 shaders which takes half | an hour. Quite frustrating! | clarkrinker wrote: | One of my favorite parts about Godot is that it gets away | from those crazy load times / lockup you experience in | Unity/Unreal. The .import file it associates with your asset | is plaintext. Definitely running into fewer merge conflicts. | nightowl_games wrote: | Ya way fewer. | | The scene file is actually _readable_!!!! | | The node and resource systems are vastly more accessible | than Unity IMO. | | Workflow feels so much better in Godot than Unity. | | Godot's problems are in it's 3D renderer. It's not very | performant nor good looking and has some shadow bugs... | | Godot 4.0 should fix all that stuff. | | The renderer is fine for my indie/low poly style, but is | pretty limiting for advanced post processing and realistic | designs. | | The particle system isnt very good in godot 3.x so far | either. | | Godot has some a noticable lag spike when shaders compile | as well. | | So, there's lots of issues related to rendering and | advanced stuff, but for my purposes, godot is way more | productive than Unity for me. And thats because: | | - the scene hierarchy has a superior design | | - the keyboard hotkeys are better | | - compilation time is non existant | | - hot reloading works | | - gdscript is faster to write than C# | | - scene & resource files are more git friendly | | - documentation is local and in-editor | | - gdscript has opinionated & accessible apis for things | that other languages make hard (string manipulation, | encryption, file system access) | | Godot is the future. I promise you this. | ImprobableTruth wrote: | I don't know, to me the choice of their own NotPython as | the main language seems like an incredible misstep to me. | It's lacking in features (last time I checked they didn't | even support basic things like lambdas), tooling and | libraries. | | There's a reason why both Unreal and Unity moved away | from providing their own language. | nightowl_games wrote: | I thought it was a massive misstep until I started using | it heavily. | | Now I really like it. | | As to lack of lambdas, yes there are no lambdas, but | coroutines are a first class citizen in gdscript, and | network libraries, like Nakama for instance, use | coroutines heavily. I prefer coroutines to lambdas | anyways, and I think the industry is moving towards | coroutines. | | There are a ton of good things about gdscript. I was a | hater on it until I started using it, and then I realised | how quickly it allows me to do stuff. | | Besides, I'm staring at the worlds worst Unity project | right now. | | Languages dont matter as much as system design. | SquareWheel wrote: | Seems lambdas are coming in 4.0. | | https://github.com/godotengine/godot/issues/2684#issuecom | men... | arminiusreturns wrote: | All these things. GLTF and godot have been amazing to me, | though I do sometimes struggle with the asset flow but | I'm getting better. | | I've been using 4.0a and havent found anything with major | breaks so far, and Vulkan really shines compared to | opengl3. | | It makes me so happy that I can have a game editor that | aligns with my RMS-esque views (pro gpl). Now if I can | just get my friends on board, many of them have invested | so much time in unity or ue they don't want to switch. My | goal is to have a prototype cool enough to draw them in | eventually. | ASVVVAD wrote: | It's a common fact that Godot's 3.x[0] renderer is | lacking but if it can achieve these[1][2] then 4.0 will | be a game changer | | As a side note I like your comment ^^ | | [0] didn't say current because master branch to be the | current branch and it already migrated to Vulkan [1] | https://www.youtube.com/watch?v=HQYZBZybP9M [2] | https://www.youtube.com/watch?v=cKtwW9yU6QU | iFire wrote: | Hi! I work on Godot Engine closely, improving the 3d | asset pipeline. | | Things move slowly in any large project. | | Changes that were made for Godot Engine to make glTF2 | import acceptable were done in October 2019. | | However, a feature request to make the official glTF2 | importer (Blender) import standard glTF2 properly will | take until Blender 2.83 (LTS) to arrive in the next few | weeks. | | Three.js is also able to import standard glTF2. There is | an amusing chart of failures on Github. | https://github.com/KhronosGroup/glTF-Sample- | Models/pull/243#... | | FBX 3d asset import support in Godot Engine is the same | struggle. | | Supporting standard FBX is the goal because of the focus | on open source ecosystems. Even when the current Godot | Engine fully supports FBX (Godot Engine does not | currently), it will take significant time to get | Blender's incompatible variation of FBX to be patched in | stable releases of both Blender and Godot Engine. | | Other people are working on Godot Engine rendering for | the next version, but I am joyed at your review of the | glTF2 work. | | I hope for future success in Godot Engine projects. | skocznymroczny wrote: | Godot seems to be a recommendation only for 2D projects. It's | 3D support is lacking to the big engines. You can also see it | in the showcase - it's 99% 2D projects. | turova wrote: | One thing that I think would hugely shift godot's market share | is a standardized asset format, similar to what Unity and | Unreal have, so asset developers could offer assets in Godot- | compatible format. It would be even more amazing if there was | an easy way to import Unity resources. Maybe I just needed to | do more research, but last time I tried, I had to pull out | individual files, mess around with them in Blender, then import | the model and the mesh into Godot separately, where I needed to | arrange them together afterward. I think if the asset | management was as simple as Unity's, Godot would be a no- | brainer in many projects, especially smaller ones. | lux wrote: | As long as it doesn't follow Unity's approach (asset | bundles). Unity's favourite thing to do is break asset bundle | compatibility between versions. | nightowl_games wrote: | I'm not sure what you mean. Godot has asset formats that | translate from project to project. | turova wrote: | I've used both Unity and Godot at a hobby level and what I | found was that with Unity, I spent almost all my time | playing around with game mechanics. With Godot, I always | spent a considerable amount of time importing resources and | fiddling with them before being able to do anything useful | other than add basic shapes to the screen. I think it's | probably a problem of being the underdog with a much | smaller asset market, but that's literally the one thing | that made Unity worth checking out for me. I've downloaded | most releases of Godot to play around with them as they | come out though, so I'm really excited about it growing | further. | nightowl_games wrote: | There are some issues with the 3D importing pipeline, | GLTF is the best supported file format, but they recently | added .fbx support so thats good. | | I agree that there could be further improvements made | there but I've had good luck with .gltf. | | Additionally, I've had problems with materials or | animations importing into Unity as well. Seems like its a | big, common problem. | | Unity imports started getting smoother in recent years | because marketplaces and artists started specifically | targeting unity. | the_other_b wrote: | It's getting there, I think it's missing the top layer of | polish. I've been working with it for a couple years now and it | has some bugs that really hinder development speed. | | That being said, once those issues are fixed I think it'll be a | hard choice to not use Godot (for what I do, more 2D work). | nightowl_games wrote: | > I've been working with it for a couple years now and it has | some bugs that really hinder development speed. | | What bugs do you think hinder dev speed? | | I am vastly more productive in Godot than in Unity. | | Currently I think the only criticisms I have are the 3D | renderer is bad (whoop 4.0 lets go!), and there is not a | strong community/asset marketplace. | | I _love_ the workflow, though. | jay_kyburz wrote: | I'm a full time game dev and started a fairly large 3d | project in Gotdot last September, I worked in it for about | 2 months full time before moving to another project with | another team. | | The bugs that hindered my productivity were mostly "land | mines" that I discovered along the way. | | 1. I thought having my scripts as internal scripts sounded | good for a week until I realized there are all kinds of | undocumented problems with storing your scripts that way. I | had to refactor. | | 2. There is no selection outline around mesh in the editor | window. Makes it impossible to build a 3D scene in Godot. | My guess is that the developers expect you to build the | scene in Blender then import it as one big FBX. (But that's | not ideal for some things) | | 3. Then I hit the dangling reference bug and that was a | heavy blow to my enthusiasm. The fact you can save a | reference to an object in a variable, and that the engine | can then change what object your variable is pointing to | under the hood. It's such a fundamental bug it makes me | wonder what other massive issues are there waiting for me | to run into. My work around was to listen for signals for | when object references were removed from the scene and | manually clearing them, but its a real drag. | | There were a few other things, but those ones stand out in | my memory as examples of why I don't think I can work in it | yet. | | The reference bug won't be fixed until 4.0, so have another | look at Godot then. | | Update: Here are the bugs I logged. | | https://github.com/godotengine/godot/issues/31758 | https://github.com/godotengine/godot/issues/32383 | xnxn wrote: | If we're thinking of the same dangling Variant bug, a fix | was backported to 3.2.2 (releasing soon): | https://godotengine.org/article/dev-snapshot- | godot-3-2-2-bet... | jay_kyburz wrote: | Good news! | boterock wrote: | I think although it is missing that layer of polish, the | underlying foundation layer is so much better built. | robotnikman wrote: | Would you recommend Godot for making a 2D bullet hell type | game? | logicprog wrote: | I actually built a fairly functional combination of bullet | hell and tower defense game in Godot about two years ago. | Beware, though: the 2D lighting system for Godot is | extremely slow, so if you want a buttery smooth FPS, don't | do any crazy lighting. | bkanber wrote: | Yes, Godot would handle that very well. ___________________________________________________________________ (page generated 2020-05-29 23:00 UTC)