popcar2

joined 1 year ago
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[–] popcar2 1 points 1 year ago (1 children)

There are a lot of thoughts floating on the internet and while this won't kill Unity since it won't affect people making under $200k, it does signify that Unity is a sinking ship. They've already been on a silent decline as Unreal has become the best choice for 3D while Unity stagnated, and other engines like Godot are quickly catching up.

I did write a blog post on transitioning from Unity to Godot: https://popcar.bearblog.dev/unity-to-godot-what-to-expect/

[–] popcar2 6 points 1 year ago (6 children)

Rust was made about a decade ago, Source 2 wasn't a thing yet and there weren't many other engine options.

[–] popcar2 16 points 1 year ago (10 children)

Will Garry Newman decide to reskill his devs to use Godot?

Ehhh, I doubt it. His team is currently working on Source 2 for their game S&Box. I would expect he's pretty close with Valve so he might just use Source 2 for the foreseeable future.

[–] popcar2 36 points 1 year ago (1 children)

As far as I know Unreal's source code is available but the licensing isn't, so the company still owns it and can still charge you for using it.

[–] popcar2 20 points 1 year ago (5 children)

Honestly GDscript is really easy to learn if you've got a programming background. The concepts are mostly the same so you can head over to the GDScript reference and learn to use it in less than a day. As soon as you get used to the syntax you basically know it already.

[–] popcar2 2 points 1 year ago* (last edited 1 year ago) (1 children)

Weird, you may be an outlier. The issue for Mac web exports not working is one of the most upvoted on their Github: https://github.com/godotengine/godot/issues/70691

According to that, you have to manually set the renderer to Metal* or it might freeze/crash your browser (or take minutes to load). I've personally had many mac users tell me that my web projects aren't loading for them, I'm pretty sure the issue is still not resolved.

[–] popcar2 7 points 1 year ago

It's definitely a big point for me too, using Git with Unity is a big pain. Even using the right gitignore I often have to upload large Unity-generated files to my github which might've pushed me to using Git LFS. Having something that just works is liberating.

[–] popcar2 93 points 1 year ago (8 children)

Creators of the Unity engine want to charge developers per game install, the more people that install the game the more you have to pay. This includes games that already exist and never agreed to this. It also causes a lot of safety concerns, how will they confirm how many installs a game has? Are they bundling spyware with Unity games?

[–] popcar2 10 points 1 year ago

That was just due to a disgruntled admin, there wasn't really much of a controversy.

[–] popcar2 3 points 1 year ago* (last edited 1 year ago) (1 children)

I should probably clarify the rules a bit, there isn't a turn order and you're free to tackle them in any order. I felt like a turn order would be a bit oppressive but of course feel free to do some house rules if you find it too easy.

Regarding the stash piles, you're free to use them in any order you'd like and draw from either of them. I usually keep one stash for low value cards and one for cards I would want to draw later. Most of the strategy relies in having a good variety in your stash for combining/drawing when you need to, rather than just discarding randomly.

Thanks for playing!

[–] popcar2 3 points 1 year ago

I also think this is a super interesting blog post on how someone failed to make "the game of their dreams": https://scribe.bus-hit.me/@indigogaming/how-i-almost-made-the-game-of-my-dreams-da8b327e50f3

The lead dev was someone very passionate and managed to get ahold of the lead devs from The Elder Scrolls 2: Daggerfall, and wanted to make something similar (an open world ambitious RPG with a small dev team and no game plan, what could go wrong?)

[–] popcar2 13 points 1 year ago* (last edited 1 year ago)

This update finally adds integer scaling for games that need to pixel-perfect (most pixel-art games). I just tested it and it works well. No more ugly half-pixels and jittery pixel-art, which was a huge complaint in Godot 4 (and even Godot 3 needed workarounds to get this working). Great stuff.

By the way there's a PR which adds FSR 2.2 support to Godot. I hope it makes it in time for Godot 4.2, the PR looks promising and would help 3D games a lot. The wait for 4.2 continues.

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