98cb7a No.14637
ITT: we discuss the Godot engine
e513bf No.14642
literally who?
2bc09d No.14646
>>14642http://www.godotengine.org/wp/Before you call shill, it's FOSS, works with Linux, can port to mobile, PS3 & PSVita, and can work with 2D & 3D games while having a C++ API for trimming the fat.
It's not /tech/ tier, but it comes close. the only thing damning it is that it was coded by BRs.
e513bf No.14649
>>14646>Before you call shillI almost did, but then I mustered up the energy to type it into google and found out it's been around for a while and is free.
Never heard of it before though. Looking at the screenshots makes me think this could be the game dev equivalent of blender, but I won't make a judgement before I've tried it.
9c2380 No.14669
Browsed the tutorials on the site, might tinker with this a bit this weekend. It looks like it the engine focuses on simple action games.
One approach to programming is a core of code that does interesting things, and the graphics provide info to the user about what is going on in the code (game). A city builder game might use this approach.
Another approach is to have interactive bits, usually graphics, with code attached to each. Some game frameworks do this and Godot does too.
By default the game has nodes contained within scenes, and scripts attached to either nodes or scenes, but no global data or scripts. One of the last tutorials includes global nodes (which may contain data or scripts), but this is de-emphasized in the tutorials and the basic approach.
The code structure is a tree. Scenes contain nodes which may contain other nodes. This is useful for easy message passing up and down the tree. But it is more difficult to create relationships between or share data across the nodes of the tree structure. I'm not too keen on hierarchies for game design.
I don't see an easy way to save data during a game. There's a low level file i/o, but I haven't found anything simple yet. I haven't looked through all of the documentation though.
Downloading it to poke around a bit but I don't think I have much use for this.
cf2ad6 No.14862
It's an interesting engine, though it's got a remarkably bad learning curve to it. I could churn something out in unity within 10 minutes, but with godot I'm still trying to figure out the basics after an hour since the docs don't explain anything too well.
114c2c No.15468
The docs suck but it's a pretty capable engine. It's got sweet physics and lighting for 2D for example.
The scripting is the hard part for me, but I've never programmed so that is to be expected.
26227a No.15469
I like the engine, didnt have any trouble with a learning curve.
7cda4f No.15471
There's an engine named after me?!?
114c2c No.15496
>>15469Please tell me your sorcery, I can't get RigidBody movement to fucking work and it's killing my motivation.
bdd383 No.15644
Linuxfag here. I'm trying to compile it, but it's taking a really long time! How long will I be Waiting for Godot?
5e2951 No.15711
>>15644They have precompiled binaries in their download section. Why the hell are you trying to build it by yourself?
ac473e No.15712
>>15693
>six 0's
Holy fuck nice
7bf1fe No.15713
>>15712It happens when you post from TOR 377c52 No.15756
>Naming your engine after an allegory of death
That's BRs for you I guess.
ac473e No.15766
>>15713I know. It's guaranteed replies :3c ac5c1d No.15801
>they are leaving the community to figure everything out themselves and have us document it for them
>you have to do complex vector math and be a mathematical genius just to do simple rotation in 3d
>mfw this is what happens when you use an engine made by brazillians
I just wasted 2 days trying to learn this and now its all going to waste, AAAAAAAAAAAAAAAA
2269f7 No.15812
>>15801It does not seem to be built in to the engine, per se, but they might have functions planned for the future if they are going to take the 3D engine bit seriously for more casual programmers.
It doesn't look like you need to be particularly excelled at math to do it as it stands though. Then again, I'm skimming this guide you may or may not have already looked into and am mostly here for 2D dev:
https://github.com/okamstudio/godot/wiki/tutorial_transforms e510f3 No.15915
>>15801Not surprised in the slightest. The 3d part of the engine seems to be a bit of an afterthought in places.
2269f7 No.16502
>>15644
I actually tried this for my Raspberry Pi. Particularly curious if it would run on the new one. I compiled with the older Model B, but it kept having fatal errors when compiling the tools due to low memory. Maybe it will on the new one? If only cross-compiling wasn't so confusing for me...
46bfb2 No.16506
Is there a way to make Windows exports smaller than 22mb? This is ridiculous.
2269f7 No.16823
>>16506
http://www.godotengine.org/forum/viewtopic.php?f=12&t=1936
This thread goes in-depth why the empty filesize is so big and what you can do about it to reduce that size.
159dd3 No.16841
>>15471
The engine was red.
3ebf6f No.17044
>>14637
Literally zero docs, and just doesn't seem powerful.
8a94fc No.17051
>>17044
It's powerful.
Just undocumented power is useless power.
2269f7 No.17058
>>17044
It hasn't been too hard to learn. There IS documentation, it's just not good enough yet. Reduz is very aware of the lack of documentation and has made it a top priority.
If you want 'powerful' try UE4. This is plenty enough for anything I'll make.
8a8579 No.17231
Was planning on playing with it over my vacation next week actually. Saw the "shower of bullets" example and really want to fuck with their scripting language and make a danmaku with it, since it's obviously possible.
Anyone else interested in actually using godot?
ff9bd6 No.17235
>>17231
I am very interested, i hope to one day make a (proper retail) game on it
I even have some shitty concept art
that's how determined I am
2269f7 No.17408
>>17231
Yes, I have been digging around those very examples. They are really useful and are filling the gaps that are lacking in the documentation at least for me.
2269f7 No.17467
... Could they have at least included a car game demo that's a bit better? So far Big Rigs is funner than this. You can't reverse, the 'trailer truck' falls apart most of the time, the controls are too sensitive, there's no borders and everything is ugly as fuck. Surely someone that has made anything like this can poop out a better one with no effort.
b1b5dd No.17471
>>17467
Lol
I think that's pretty fine for a tutorial. It's up to you to adjust the parameters to your liking and design a better map and stuff anyway.
544cba No.17483
>>17467
I lol'd hard 0:05 - 0:12 should be a banner
b57a59 No.17547
1.1 has been released with some nice new features.
http://www.godotengine.org/wp/godot-1-1-out/
2b4f18 No.17548
at least you won't get any bad habits using this
184f1b No.17824
>no proper showcase
Why do enginefags do this? Don't they know the first thing people want to see is projects created with their work?
01b1ac No.17835
>>17547
>multi-monitor support
>2d materials
>2d lights and shadows with polygonal occluders
>navigation polygon support for 2d navigation
>high dynamic range rendering
>all this shit's built-in, don't have to do it from scratch
Holy fuck, I've been taking this engine for granted this whole time. If I didn't already have a GM:S Pro license I would be making games with this instead.
Unfortunately I've had a GM:S license for a few years now and don't feel like ditching it yet or take the time to learn a completely new engine.
beee93 No.17845
>>17835
I'm pretty sure it will never have more features than game maker studio, so why would you ever switch from GMS? A company has added way more shit than a few guys did.
2269f7 No.17861
>>17845
That is being simply presumptuous. For one, it has many features already that GMS does not and was built from the ground up with better ideas like the scene system and pythonic-like scripting. It's also free and open source with many improvements over a short time.
Have you even checked out the nodes or demos? It's easily able to compete with GMS if you'd just have a look.
beee93 No.17866
>>17861
>Have you even checked out the nodes or demos? It's easily able to compete with GMS if you'd just have a look.
I didn't check it out, but is it really? I find it very hard to believe, after all game maker is probably more than 1 decade, and had a team full of programers keep making updates and adding features.
How would godot which basically has 2 programmers from what I know, compete with 1 decade of people working on game maker? Godot has things like 3D, but so does game maker. And game maker is specifically for 2D games so wouldn't it be logical to have more 2D support than godot?
I don't hate godot or anything, I want it to become the best thing ever if possible, but I just heavily heavily doubt that it can compete with 2D game maker, or 3D unity if it will become mostly a 3d engine.
26f79f No.17867
checked out these and did a few tutorials
http://www.godotengine.org/forum/viewtopic.php?f=11&t=1607
If I spawn too many 3d models it jitters/lags already. Not bad for 2d though so I might use it.
I still like UE4 better for 3d, it makes more sense to me. The main thing about UE4 is the insane amount of unnecessary shader precompilation that you can't turn off.
26f79f No.17868
YouTube embed. Click thumbnail to play.
>>17867
oh also check out this
>>15801
If you don't want to suffer and get your hopes blown on slow Unity devs then you have to learn SOME math yourself, just follow tutorials every time you need math, I do and it works.
https://forums.unrealengine.com/showthread.php?53033-TUTORIAL-Bow-and-Arrow-Setup-Youtube-Link
https://www.youtube.com/watch?v=kYJkZM_yWs4&list=PLY_FQXauSxlAiaLUllZv_u8YykldnKHaE&index=1
597281 No.17882
woww wow wait a fucking second, is this really coded by BR's? it's amazing and interesting if so
2269f7 No.17973
a6ebd5 No.17983
0f19a3 No.18022
>>17882
I know that guy who made it. He's Argentinian.
98cb7a No.18409
Mfw: this is the only good thing coming out of brazil
Ps. Don't know if this has been mentioned before but gamefromscratch has some pretty nice tutorials
http://www.gamefromscratch.com/page/Godot-Game-Engine-tutorial-series.aspx
98cb7a No.18411
>>18409
PPS. u got trolled XDDD
It's actually from new zealand
98cb7a No.18412
>>17866
Godot has been worked on in house for around that amount of time by okam studios
Only recently has it been released to the public
Most (if not all) of okam studo's games were made with it
5858c0 No.18415
>>18411
NZ? NZ? NZ? Gib wool or i report u
46c2c5 No.18462
YouTube embed. Click thumbnail to play.
Godot is my new favorite toy as of the 1.1 release. Time for some shilling.
The tits for 2D, 2.5D as well... would go to a different engine for 3D but it's still decent for that. The learning curve has mostly to do with the tree model it uses, as well as finding all the built-in editors and what you can do with them. But it's incredibly powerful.
IF YOU HAVEN'T LOOKED AT GODOT BEFORE THE 1.1 RELEASE, TAKE ANOTHER LOOK!
Here's a video demoing the new featureset.
46c2c5 No.18463
YouTube embed. Click thumbnail to play.
The shilling continues. This engine is young, so it's not great yet for first time devs, but it has a lot of potential -- quite a lot of power packed into that one little executable.
Vid list of games and demos made with Godot: https://www.youtube.com/playlist?list=PL9i2bb2OUKCACptlUgO20di75FUAVfCn7
Embed video shows an Okam Studios game currently in development which uses Godot. They also have a game out being published by SquareEnix.
46c2c5 No.18464
YouTube embed. Click thumbnail to play.
Here's a great overview of the engine in video form. It's intended for current developers, not very useful for newbies. Again, without experience, would say stay away from Godot (for now -- 1.2 is being worked on atm, as are the docs), but if you've done some gamedev before, and want to work in 2D, it'd be a shame not to consider it.
If you've worked in a simple point and click engine GameMaker before, but like me, are a little annoyed at how GM makes too many sacrifices toward user friendliness over an efficient workflow, especially when you're scripting -- keeping those fucking scripts straight, like which object is firing which script, is kinda maddening, as are the really weak, wonky OO features of GMScript -- this might be your thing. Once you get your head around it, the interface and overall design is actually really logical. So like people are saying, bit of a learning curve to understand what the fuck is going on, but once you do, you can develop quite rapidly.
46c2c5 No.18465
YouTube embed. Click thumbnail to play.
Annnd last, some tutorials.
https://www.youtube.com/playlist?list=PLS9MbmO_ssyAXRl-_ktrebQBFxjSQt7UX
https://www.youtube.com/watch?v=WU6MqaodFyw&list=PLPI26-KXCXpBtZGRJizz0cvU88nXB-G14
You can also do a LOT with the examples, especially with the new ones released after 1.1. Just explore around a bit: http://151.236.22.217/godot_demos-1.1stable.zip
You can develop on just about any OS and export the project to almost any OS. Also has pretty much no dependencies! http://www.godotengine.org/wp/download/
My ulterior motive: the more people who try it out, the more demand there will be for documentation and development.
264eef No.18466
Well shit, you guys really made me think a bit. I am a game maker user for about 6 months. So while I don't know it fully, I am still pretty comfortable with how game maker and it's scripting language works, I know some hate it but it's not that limited.
HOWEVER these videos of godot, especially >>18463 really make me consider wanting to try and making a simple game in it just to see how it works. What if it turns our better than game maker?
I saw that it has 2D shadows, and polygon pathfinding. AND automatic isometric view, now that is interesting. Because it would be pretty hard for me to make 2D shadows and polygon pathfinding in game maker, even isometric is a bit tricky. Also the filters, I cannot figure out shaders but I see that go dot has some built in shaders, I assume you can customize them a bit? This is very tempting.
Obviously it's very hard for me to move out of my comfort zone and abandon a program that I used for half a year. I mean, the one thing that I like in game engines is that they take away most of the math from me, this is what I like. Game maker has functions for calculating angle differences, it has the A* pathfinding (which sadly I can't develop it on my own from scratch), it has functions for calculating distances from the bounding box of the sprite, functions for calculating where a position in XY would be if you would add X numbers. And just things that make me not worry about math. And then there are all sorts of real time stretching and modifying of images in game maker, maybe those require complicated coding in godot.
And how about scaling? I am not good with screen scalling, in game maker I just thick an option to scale the screen to different resolution, I don't know how hard is in godot. If godot doesn't have this it's a deal breaker for me. Believe me guys that I really like how godot looks, open source, free, even android exporting for free and all that, that's awesome. The shaders and shadows, pathfinding, very cool. But if it can't take away medium-complicated math and simplify it for me then I will have to stick with game maker.
Another thing is steam, I want to release my game on steam too maybe in a few years in the future, so I don't know if I could do that with godot since I probably wouldn't know how to integrate the steam api into it, which I heard is pretty easy in game maker. Also, does godot even have a map editor, like the room in game maker? Can you have different rooms in godot?
But damn for making me rethink my comfort zone...
264eef No.18467
>>18466
Also game maker has a great particle system, and the surfaces. So I don't know...
46c2c5 No.18468
>>18466
Yeah, it has a built-in shader language, as well as a visual editor (see pic).
It's pretty good with abstracting you from the math and letting you create. Rather than using a programming language, it uses its own script language with Python-like syntax. The reason for this is because the scripting language can be very targeted. Pretty much all the functions you're talking about are in Godot. There's nothing you have to do that's too complicated. It's a lot like GM in this respect.
Screen scaling is handled pretty well overall. Haven't done much in terms of pushing to Android and the like, but it's taken into serious consideration. It was written from the ground up to be highly portable (unlike GM). If you watch that engine overview vid, I believe he mentions the scaling issue.
Steam API is not yet integrated, but you can insert C++ code for anything along those lines and recompile, exposing the necessary functions to GDScript. It's not trivial but it's not that difficult, either. Within a few years, also, someone will undoubtedly do it before you, and will share the code.
Godot does have a map editor -- you can define a tileset and the various properties of each tile, then place them. You can of course have different rooms, but they're called Scenes instead. Functionally they're fairly similar to rooms in GM, except that scenes contain nodes (objects) and can themselves have their own properties. Confusing at first but it makes more sense after a bit.
Definitely worth checking out. There is no installation -- the EXE you download is the editor, which you can run from anywhere -- and then just load up some of the example files.
264eef No.18469
>>18468
Sounds good but then there are other things.
In game maker I could make a 640x360 room, I would place two objects and I would increase their X by 4 every step. When I resize the whole thing into 1920x1080 it still increases by the same amount that 4 pixels would be in 640x360, but in a much higher resolution. So I wonder if it's the same in godot, if I could do pixel perfect code at different resolutions without me doing extra work. I can also place GUI objects at certain positions in low resolutions and they would maintain their aspect when rescaled automatically by game maker at a higher resolution.
Game maker has a built in shader language too from what I know, but what I want is already made shaders that just let me apply them and trick them, without coding them myself in that shader language. You know, I don't want to write shaders from scratch.
I would probably be not able to integrate the steam api myself if no one does it in 2 or 4 years. If I would be able to do that kind of programming I wouldn't use engines in the first place. Is there an automated "step" feature in godot? Or do I have to write how the game works from scratch? Is saving files (save games) easy? Does it even have features to deactivate objects that game maker has? Because it's very useful for building a pause menu.
And does it really have those angle, directions, and all sort of distance functions etc. implemented? How about manipulating sprites? Could you please tell me before I try my hand at this thing? Also I never worked with C++, I learned python a year ago but I forgot most of it.
264eef No.18470
>>18469
I forgot another important question to ask, how is the performance in comparison to GM:S? We are talking about a lot of objects with path finding, particles (does it even have particles?), physics?
46c2c5 No.18473
>>18469
You can do scaling a few different ways, including pixel perfect: https://github.com/okamstudio/godot/wiki/tutorial_multires
There are a bunch of built in shaders that you can tweak. If they don't match what you want, ask if someone has done something similar to what you want on the forum. Now that there's a visual shader editor it's pretty simple to cook something up.
For steps, you're talking about frames. Yeah, that's all built in there. It'll be different than how you're used to handling it in GM -- you basically enable a node to handle updates every frame/step and then take action accordingly. You'll be passed a value indicating how long it was since the last frame, so you can basically set step size this way ... as in, if you want 20 steps a second, you simply return from the function if 1/20 of a second hasn't passed yet. A little more complicated, but you're trading off for more power. But not so much of a tradeoff as, say, a game library. It's walking a fine line between the two. You have the power and flexibility you need to do what you like, while having a lot of useful tools.
Saving could be done better. If you are OK with saving in plaintext, that's easy -- you can save data in an INI file. If not, you have a little more work to do, but it's doable. Hopefully we'll see improvement here in time.
There's a mode to deactivate for pausing, yes. Basically no events are passed to nodes during this time, so they can just freeze.
Some of the math functions that you desire may not be implemented -- if you're wondering about specific stuff, I'd say ask in the forum. Though in fairness, such stuff is pretty trivial to write. If they're not in there, someone could write them for you in a short time. Sprite manipulation is no problem though.
You don't need C++, but knowing Python syntax will help. Should probably come back to you. Like any scripting language, it's fairly simple.
As far as performance, I'd be very surprised if it didn't perform better than GM. It can handle a fair bit without slowing down. You might run into a few snags here and there, of course. Yes, it has a particle system (as you'll see it's got a more extensive particle system than GM, at least from what I recall): https://github.com/okamstudio/godot/wiki/tutorial_particles_2d And yes, there's a built-in physics engine that's pretty robust.
a1418e No.19106
So far, it doesn't look too powerful simply because there's not enough documentation or showcases for it to make a name for itself, but it obviously has a lot of potential. When I'm done with my current native C++ project, I'll probably toy around in Godot and see how much more efficient it is.
4a53ea No.19110
>>15644
Only came to this thread to make sure someone made that joke.
af1826 No.19112
how does this compare to polycode
7e6ebb No.19119
>>15801
weird. Do they provide something equivalent to glm::rotate() for vectors, quats, and matrices? If not it's probably not worth your time.
5f9e88 No.19125
>>19119
You mean, if not, the math is trivial, already available and you can easily write the functions yourself. We're talking 3-10 lines each.
That said, yeah, it's built in, and that guy is retarded.
See:
https://github.com/okamstudio/godot/wiki/class_transform
Yes, it's a little more like a real programming language in how it handles it. But, really, IMO, you shouldn't be even thinking about touching 3D if you are not comfortable with what is in the end not very complicated math.
If you want to create a 3D "game" that you end up ditching after 6 months, you can always give Unity a shot.
b7bce0 No.19135
>>19125
No, I agree it's not hard. But if I'm going to bother using someone's 3D "game engine" then I expect good basic math utility functions to be there and be decently optimized, SSE2 versions, etc. Otherwise, why bother? Better stuff is out there if they can't get the basics right why would I use it? GLM is out there (not great, but easy), Sony's open source math library is good and pretty fast, OpenFrameworks exists if I want OO retardation. The only thing Godot or Polycode or whatever bring to the table is hopefully, a decent UI and scripting interface.
ae3633 No.19147
It looks like an interesting engine, but damn it all, the documentation just isn't there.
Same for Polycode, I'm afraid.
1ac7cd No.19167
>>15801
>you have to do complex vector math and be a mathematical genius just to do simple rotation in 3d
You need to be a genius to multiply by matrix?
1ac7cd No.19168
>>17882
It is developed by an Argentinian dude with polish ascendance. Not really a huehue...
1ac7cd No.19169
74ff55 No.19175
>>14637
Why? just use unity or Unreal
0c00c8 No.19199
>>19135
Just saiyan, it is there.
The docs are weak in many places. Sadly it is not yet an open Wiki for the docs or they would be done already.
fec0d9 No.19200
>>19175
Neither is very good for 2D.
Godot shines with 2D. If you want 3D, use one of those. If you are planning on 2D, try Godot and make life a little easier.
c009b4 No.19729
How can I learn to make things in 3d space without the documentation? Is it possible to rifle through the raw class list?
c009b4 No.19730
>>19200
Why shouldn't I use godot for 3d? 2d is great because it has documentation. 3d doesn't yet
7844d3 No.19751
>>15801
>3D rotation
>complex
gb2 GM
28797e No.19807
>>19730
Godot's 2d API is supposed to be similar to the 3d API so it shouldn't be too hard to learn to use it; from the website "Dedicated 2D and 3D physics engines, which use the same API"
f74c20 No.19810
I've been playing around with the engine for 3 days now. Some things are a bit unintuitive but the scene system is really good once you get used to it.
The engine feels solid, but has room for improvement (for example checking for collision at arbitrary points is a bit of a hassle now). The gui needs work though, I don't think there is a way to move nodes up and down the hierarchy, which is a big miss if you want to reorganise your entities. (or maybe there is a way and I'm just retarded). The expandable menus are all expanded by default and reexpand with every change you make of a field, which really clutters the ui up. I also don't really understand why there needs to be a resources tab as well as a filesystem tab and why the latter is placed where it is.
193a9c No.19811
>>19751
I tried finding documentation on quaternions or rotation matrices and it seems the Internet is devoid of them.
Could you please enlighten me on how rotate in 3D?
e38df8 No.19814
>>19811
You usually buy a book on 3D math for this. I'm holding "Mathematics for 3D Game Programming and Computer Graphics (3rd edition)" by Eric Lengyel in my hands right now. It's rather dense, but it explains WHY formulas work and how we got to them, and by skimming you can usually infer the right formulas for the job.
Additionally, google gave me this within 5 minutes:
//axis is a unit vector
local_rotation.w = cosf( fAngle/2)
local_rotation.x = axis.x * sinf( fAngle/2 )
local_rotation.y = axis.y * sinf( fAngle/2 )
local_rotation.z = axis.z * sinf( fAngle/2 )
total = local_rotation * total //multiplication order matters on this line
"Total" is the final quaternion of the object. In Unity this would be transform.rotation I think. I don't use Godot so no idea how it works here.
But seriously, this is first year college stuff for any game programming course worth your money. Not advanced theoretical mathematics.
5a5906 No.19816
>>19814
>any game programming course worth your money
>game programming course
>money
I know a guy who went into one of those and they only learned 3D modelling with proprietary software and Unity.
e38df8 No.19817
>>19816
Which is why I said ones worth your money. He went one of the shit ones, which are the majority.
>programming course
>3D modelling
That's not a programming course.
08a0b0 No.19818
>>19816
I wouldn't take a game programming course, but I *would* take a course on using 3D modeling software.
0f19a3 No.19820
>>19751
not everyone is a fan of things like quartinions and normalizing along grav vectors and such
10f106 No.19860
>>14637
trash tier engine made by drunken huehue jungle bunnies
will stick with ue4
c009b4 No.19916
Im new to coding and godot's documentation for 3d is super limited.
http://www.godotengine.org/forum/viewtopic.php?f=14&t=1564
When I download the example project I get error(36,18): Expected identifier for member variable name.
c009b4 No.20911
Is there inverse kinematics for 3d? The documentation shows it for 3d but no word on 3d.
26010a No.20924
>>20911
>godot
>documentation
Pick one
c009b4 No.20945
>>20924
>make great engine
>don't tell people how to use it
>work is pointless
>engine doomed to die
f06519 No.20960
>>20924
>>19916
I was thinking to make a try but thanks to point this.
I have a rule: "If it is not documented, it does not exist". I hate spending hours trying to reverse engine an API or framework because of the lack of documentation.
b25793 No.20972
I spent a couple weeks trying out 1.0 to make something for April Fools.
My memory's kind of hazy, but I felt handicapped as a programmer because it took me awhile to figure out how to do composition and inheritance. Seems like the engine is geared towards inheritance.
Most frustrating would be nodes getting inexplicably bugged out and only being fixed by deleting and recreating them. I lost a lot of time debugging thinking I was at fault rather than the engine/editor.
The editor was kind of annoying. You can't quickly jump to different scenes. It also auto-indented with tabs when I'd rather have spaces.
What I did like was that it worked on Linux and was free. Can't really critique more because I only recently started trying game dev, and this was my first engine besides RPG Maker.
I like that there's the option for native coding, but I don't want to get into C++. Anyone know what the process is like for using something else, like Rust? I have zero experience with mixing languages.
2269f7 No.21146
>>20972
>it took me awhile to figure out how to do composition and inheritance
What do you mean by this?
b25793 No.21192
>>21146
Composition and inheritance in the object-oriented programming sense.
https://en.wikipedia.org/wiki/Inheritance_(object-oriented_programming)
https://en.wikipedia.org/wiki/Object_composition
They're fundamentals that you'd look at in your first hour with a new language, but for reasons I no longer remember, it took me a lot longer to get a hang of.
f21c09 No.21364
>>20972
damn son, this looks amazing
ea50aa No.21545
>>18463
>shilling for a gratis and libre product
Holy shit you're retarded
ea50aa No.21673
>>21146
If you need to ask that then you shouldn't be posting here
b202ae No.21709
New website motherfuckers!
also, you see this shit right here?
Dox for engine incoming :^)
1c6201 No.21959
>>21192
tfw I had to look composition up despite having programmed for many years already.
1c6201 No.21972
Reading through basic tutorial / docs right now. So far using Godot feels like a hybrid of Qt and Unity3D.
500826 No.22095
>>17882
>>17973
>>17983
BR? BR? BR!
HUEHUEHEUEHUEHEUEHUE
PLS GIB MONI OR I REPORT U HUE
428112 No.22102
>>21973
Beginner friendly != For idiots.
05e029 No.22103
>>22102
if its not hard its not good kiddo
73573e No.22118
Turned out it's quite usable. Too bad their website is a mess and freezes firefox, at least documentation is available in github™.
ecb381 No.22260
Godot wiki's tutorials on vector and matrix math are pure gold.
fb8b18 No.22412
ORGUHLO DE SER BRASILEIRO!!!!!!
VAMO LA GENTE!!!!
584287 No.22437
>>17882
>>17973
>>17983
>>22095
>>22412
Isso foi inesperado.
Essa engine parece ser uma bosta
e8ee8d No.22442
does the continuous collision detection option even work? shit just goes through everything at moderate speeds no matter what collision detection I use
cc54be No.22472
What is a good way to create split screen in 2D? I tried to put this kind of hierarchy but don't know how to display same contents in both cameras.
Node2D
| - Sprite
| - Control1 - Viewport - Camera2D
| - Control2 - Viewport - Camera2D
097583 No.22481
>>22472
Just write a script capable of setting the viewport to Camera1, rendering to framebuffer, then setting the viewport to Camera2, rendering to another framebuffer and then render both to a single framebuffer.
Computationally expensive, but that's the joy of split screen.
8e91cb No.22512
4db4fa No.22517
>All these faggots actually trashing Godot because it's FOSS, saying to use Unity or Unreal
>All these faggots who think that Argentina is part of Brazil
I don't much like using Godot personally, because I like my low-level, but come on, you come off as either shills or lazy easily-marketed faggots when you say "What? Why would I use something that is actually free and has no licensing restrictions when it isn't advertised to me with a million-dollar marketing campaign?"
I've got nothing against UE or Unity, either, but to act like real free software has no merits because proprietary software exists is retarded. We'd all be using Internet Explorer and Opera if that argument actually had real merit. Break out of your baby duck syndrome and actually give something new a try. Worst case scenario, you go back to what you already know and you spent some time trying something new out.
>>22472
>>22481
I don't know exactly how it would be done in Godot, but in OpenGL you can specify a viewport as part of a framebuffer, so you could skip the last rendering step. Once you have that done, you'll be about as optimized as you can for split screen, since you'll always need to do that rendering twice anyway.
Check Godot's "viewport" class. There should be a way to have two viewports for the same framebuffer. https://github.com/okamstudio/godot/wiki/class_viewport#set_rect
3c9ab0 No.22548
GODOT 2.0 ALPHA just released in the last couple of days.
http://www.godotengine.org/projects/godot-engine/documents
Documentation is coming along decently well, too.
Anyone have any decent links for explaining how the hierarchy system in Godot works? I think that's the most confusing part of it. Once you get your head around it, it's pretty awwright though.
57525f No.22562
>>22548
wow that new website is really shitty. It's like they replaced the whole thing with some wiki archive, makes it look incredibly cheap and amateur.
a8cbf9 No.22633
Alright i have to get this off my chest and i know it is stupid since i've only used gml but.
WTF is with the GDScript? it looks fucking retarded. yes i'm complaining on how it looks
Where are the semicolons?
What's withe the white space?
And where the fuck are the curly brackets?
is there anyway to make the transition from Game Maker to Godot easier?
a8cbf9 No.22635
>>22633
>inb4 why transition
i've started using linux. so game maker is in the past
4db4fa No.22637
>>22633
GDScript is almost exactly like Python.
I don't much like Python, but the answer to all your questions about GDScript are the same in Python.
https://programmers.stackexchange.com/questions/66755/do-python-programmers-find-the-whitespace-issue-inconvenient
I don't really like Python, just pointing out that none of your complaints are exclusive to GDScript. The whitespace thing in Python is polarizing in itself. I don't find it much an issue when you get used to it, though it is pretty annoying to have a language that renders editor auto-indent impossible (because the end of an indent indicates the end of a block).
My biggest issue with Python was the clusterfuck retarded transition between Python 2 and Python 3.
Python 3 is fine. The transition from Python 2 to Python 3 was a fucking nightmare for anybody working with Python, and it was caused by the original developers fucking the Python specification in the first place in a way that they had to break Backwards Compatibility just to update the laguage.
6507e4 No.23524
>>22548
the documentation is really shaping up!
I'm finally starting to understand this engine...
Pretty cool
da9822 No.23541
>>17824
because we're autists who can't into art or socialise with artists :^)
abd29f No.23550
Anybody know how to change the texture of a TextureButton in game?
Using:
get_node("Button").set_hover_texture("Button_02.tex")
Ain't working.
Feels bad man.
9083cc No.23566
Heeeeeeeey~
Could Godot support the sort of set up Torment: Tides of Brian Fargo's Income will have?
You know, where environment is prerendered, but 3D lighting interacts with it through simplified 3D objects "underneath". Or something like that, can't find the bit that explained it right now.
Could you do that with everything? PCs, monsters etc.?
6c374c No.23807
Would Godot be a good choice for making a 2.5D, Paper-Mario-esque RPG game? The 3D tools look somewhat basic but I really don't want to go back to fucking Unity.
dec325 No.23837
>>23566
>Heeeeeeeey~
>>>/autisticchildren/
9083cc No.24234
tl;dr
How does modding the engine itself look like? Is there any help/documentation for it?
I have an /idea/ for a dev tool.
8df1e1 No.24520
I'm wanting to learn enough about Godot to make systems and games that aren't shit, but having a hard time converting over from Unity. Any good resources for learning this stuff from a perspective of a Unity user and/or how to structure nodes to not have spaghetti-projects?
b5fec7 No.24550
>>24234
On the forums I saw a guy make some tool that could either (a) randomly generate quake style maps or (b) turn simple diagrams into 3d maps in editor, I can't quite remember; in any case, the tools are there.
>>24520
They've got a wiki, but the rest will be learning and tinkering in your own time I believe.
18b726 No.24571
bfd326 No.24599
>>24550
>randomly generate quake style maps
Do you have a link? That sounds cool as fuck.
872dd9 No.25020
c5bfd2 No.25050
complete linux scrub here
how do i run the .64 file? I try to run it as executable but nothing happens, not even an error message.
2208bb No.25060
Anyone know how I can prevent sprites from becoming children of the original sprite? Or is this supposed to be how it's done?
2208bb No.25061
>>25050
What are you referring to? Also, what distro are you on?
fdcb08 No.25062
>>23807
bump, interested in this as well
2208bb No.25063
>>25050
Never mind I figured out what you were talking about.
Assuming it's in your Downloads folder...
Open terminal
cd ~/Downloads
chmod +x Godot_v2.0_beta_20160126_x11.64
./Godot_v2.0_beta_20160126_x11.64
You might also be able to right click it and turn on the "executable" option depending on what DE (desktop environment) you're using.
Since you're a scrub let me explain what we did.
cd ~/Downloads
cd = Change Directories (directories are what Windows calls folders)
~ is a short cut for /home/$USER ($USER is an eviroment variable that stores the current user's name. Try "echo $USER" in the terminal)
So that part says "Change from the current directory to my Downloads folder"
chmod +x
chmod means "change mode". Without going to far into file permissions, just know that each file has three permissions by default. Read Write and Execute.
Read allows you to view the contents of the file
Write allows you to change the contents of the file
Execute tells Linux to run this file as code.
2208bb No.25064
>>25060
So, the tutorials I'm following didn't mention that you need to create a node2d object and everything falls under that.
c5bfd2 No.25067
>>25061
>what distro are you on?
*tips operating system*
Fedora
>>25063
After compiling the files from github, the resulting seems to run just fine. But thanks anyways.
f35146 No.25110
>>25067
Great!
I'm writing a PKGBUILD for the AUR so if anyone needs help with compiling let me know.
c5bfd2 No.25113
>tfw when using godot solved my problems with rendering my unicode font and loading savefiles
Its been so long since i made progress i dont even know what to do next.
b9692b No.25129
>>25113
Show us what you have so far!
c5bfd2 No.25142
>>25129
not much yet, those two things just were something i wanted to get out of the way ASAP, especially the font so i dont need to rely on console output.
also, the models texture got lost in import for some reason, but thats not a pressing issue right now.
can you guess what this is supposed to be a fangame of?
edd4ac No.25232
How do i change a label's font from code?
.set("custom_fonts/font","font.fnt") only returns a unspecified error and the default font is used instead.
af68c1 No.25254
>>22633
You never needed semicolons, man.
The whitespace is your brackets now.
>>19745
I appreciate this, and also the unintended second-level humor that the image is a gif, but not animated.
5abeee No.25330
Finally got my first thing done myself. Nothing impressive, but I now have a guy that moves and collides with walls!
edd4ac No.25414
>>25232
figured it out myself, the path should be "res://font.fnt".
silly me.
c3bd44 No.25420
>>25254
But that's not really humorous at all... GIF format does not imply animation
d5cf85 No.25495
Should I use 2.0 RC or 1.1 Stable? about to start using this thing.
a3d921 No.25507
>try godot
>see python
>turn 360 and walk away
thanks i'll keep it real with sfml and c++
edd4ac No.25512
>>25507
>and c++
godot can use that too
d5cf85 No.25540
>>25507
>being afraid of snakes
2208bb No.25554
>>25495
I'm using 1.1 stable because I ran into quite a few bugs with 2.0. YMMV
98cb7a No.25612
2.0 IS OUT
It's breddy Good
ad84fa No.25638
I like this, but why the fuck did they take down the forums?
Pretty much every problem I've had has a forum post, but I can't read them because they don't exist anymore. Atrocious, considering their documentation is still pretty lacking in some areas.
So, how DO I export a Windows executable without the Godot console?
ad84fa No.25639
>>25638
Found it.
Disable debugging in the Export Project dialog, when you're choosing where to save the .exe.
Sweet.
860085 No.25744
How in the goddamned fuck do I erase a tile in the 3D gridmap?
c118e5 No.25746
Godot seems to be getting better but the editor & documentation still feel very lacking in terms of polish.
Also I don't really like GDScript at all.
af68c1 No.25802
>>25420
It does in this day and age; png is superior in just about every way, but apng is not standard, so the only legitimate use for a gif is for animation.
b8851e No.25803
>>14637
Is... Is that the Haiku symbol? Is the editor actually supported on Haiku OS? That's fucking awesome if it is!
860085 No.25887
The 3D engine is still pretty mediocre, but being able to animate variables and function calls with keyframes is making me hard. Are there any good plug-ins yet?
af68c1 No.25893
File: 1457299496057.png (585.32 KB, 1188x670, 594:335, for some reason people kee….png)

>>25887
Plug-ins? For what purpose?
815f1e No.25926
>>25887
>Are there any good plug-ins yet?
Probably not, as the plug-in APIs are WIP:
http://www.godotengine.org/article/plugins
>>25803
yes
f202da No.25933
At least godot lives up to its name. I've been waiting for them to implement actually useful features since version 1.
4d6082 No.25967
f202da No.25970
>>25967
There seems to be a distinct lack of control with the 3d renderer. Being able to offset the depth buffer or more explicitly sort objects comes in very handy, such as when rendering decals. I've only ever seen 1 tutorial which deals with this, and they go with the "stick a mesh close to a wall" approach which doesn't work properly at a distance due to z-fighting.
ad84fa No.25979
>>25887
https://github.com/Calinou/awesome-godot
If you're doing 2D games, this plugin is pretty invaluable, considering how FUCKING retarded the tilemap system in Godot is.
https://github.com/MrGreenTea/GodotTiledImporter
6a3cc1 No.26135
I was going to use pygame because I'm an idiot. This has changed my life.