popcar2

joined 2 years ago
MODERATOR OF
[–] popcar2 2 points 1 year ago (1 children)

Looking forward to this, I've never tried creating a game for blind people but I've got lots of ideas.

[–] popcar2 3 points 1 year ago

I can see it now, thanks! Might've been some cache issues.

[–] popcar2 3 points 1 year ago (2 children)

I can't seem to find the create community button. It should be here, right?

[–] popcar2 11 points 1 year ago

Oh hey! I made the highest rated post on that sub for recommending alternatives a while back. Glad to see people are still having discussions there all things considered, I expected the sub to get nuked after I left Reddit. Welcome home! I should probably go back and update the post with some more modern info then...

[–] popcar2 5 points 1 year ago

I'm almost finished with my project to create a fake operating system interface in the Godot game engine: https://mastodon.gamedev.place/@popcar2/111687770509176140

I can't wait to finally put it out there for people to use, but part of me is also thinking I can't wait until I can finally move on with my life and work on other projects lol.

[–] popcar2 4 points 1 year ago (3 children)

Pretty cool. Has anyone tried this? How does it compare to https://gpt4all.io/ ?

[–] popcar2 3 points 1 year ago

I've never had this issue (running Nobara 39). I have no idea why that'd happen, but you could try the Flatpak version of Godot to see if it's more stable for you.

[–] popcar2 10 points 1 year ago

I've noticed in the community that there are a lot (legitimately good) open source games in development with Godot! The issue with open source games 5+ years ago and further is that they were really complicated and hard to get into, often written in C++ using frameworks like OpenGL. Having such a good open source engine makes it soooo much easier to find people willing to join projects.

One game I have my eye on is JDungeon, an open source 2D MMORPG made in Godot. It's still in very early alpha so there is barely a game to play right now, but it seems to be progressing quite nicely.

[–] popcar2 3 points 1 year ago

Thanks for working so hard making this instance running smoothly! Here's hoping it can continue to grow and be a more popular space on the internet to discuss programming topics :^)

145
submitted 1 year ago by popcar2 to c/godot
 

(I'm not affiliated with the devs)

For the unaware, Road to Vostok is one of the most popular games that switched from Unity to Godot. The dev made many devlogs detailing his journey of porting everything and his experience with the engine. Aside from his porting journey, it's also one of the very few Godot games going for a realistic high-fidelity artstyle. Now, the first demo of the game rebuilt in Godot is out.

I gave it a shot and it's quite good. Performance is really good and everything seems to be working just fine. Graphics aren't AAA levels which is expected, but it looks fine. The lighting being a bit flat makes me wonder if the dev isn't using global illumination.

Either way, a pretty nice milestone for Godot to prove you can transition from Unity without major issues!

[–] popcar2 2 points 1 year ago
[–] popcar2 7 points 1 year ago (1 children)

I thought you were just talking about not updating before the holidays. Either way 0.19 is looking good, these new features are sweet. Also code highlighting, nice!

[–] popcar2 8 points 1 year ago* (last edited 1 year ago) (1 children)

Note that this change hasn't been merged into the engine yet. If you're impatient like me and want to export anyways you can grab this PR's build and no_threads template from the top right here (artifacts) and export using that.

 

Pictured: My Godot 4 game running on CrazyGames. This was previously impossible because most websites don't support SharedArrayBuffers/CrossOriginIsolation, which was required to run Godot on the web.

Today is a glorious day for us webgame developers. Godot 4 is finally viable to use thanks to this PR which should be merged by 4.3

This allows you to force the exported game to run on a single thread, meaning you don't need any special headers and your game should be able to run anywhere on the internet. This has the added benefit of making the games work properly on MacOS/iOS, which for some reason had serious issues with SharedArrayBuffers causing the browser to freeze.

Brings a tear to my eye, really. I might not need Unity for my next project.

 
68
submitted 1 year ago* (last edited 1 year ago) by popcar2 to c/godot
 

By supporting Direct3D 12, Godot gains support for multiple new platforms, such as:

  • Windows Store (UWP).
  • Windows on ARM.
  • GDK.
  • XBox —which can't be supported officially by Godot, but for which Direct3D 12 support is essential—.

Depending on the complexity of the scene, effects used, etc., this first version of the renderer performs generally worse than the Vulkan one. In some tests, D3D12 has not been able to deliver more than 75% of the Vulkan frames per second. In some other, D3D12 has been able to outperform Vulkan by a small margin. Performance improvements will be ironed out over time.

Expect it to come in Godot 4.3

22
submitted 1 year ago by popcar2 to c/godot
43
submitted 1 year ago* (last edited 1 year ago) by popcar2 to c/godot
 

Link here --> https://forum.godotengine.org/

Godot now has an official forum! Not to be confused with the community-run unofficial forums (https://godotforums.org/)

The Godot forums will replace their old Q&A website, and all posts have been migrated to it.

 

That's a lot of cash money. I'm still a bit confused at how much of this money will go to the actual engine and how much of it will go to supporting W4 in general, such as allowing devs to publish Godot games for consoles.

23
submitted 1 year ago by popcar2 to c/gamedev
54
submitted 1 year ago by popcar2 to c/godot
 

I didn't like how simple Flow containers were, so I made my own. This one Tweens nodes into place rather than snap them. Video in the readme.

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