Posts by reduz@mastodon.gamedev.place
 (DIR) Post #AQfKTT7aL8ShvdexcG by reduz@mastodon.gamedev.place
       2022-12-16T13:29:00Z
       
       2 likes, 0 repeats
       
       At this point, you are probably wondering: Godot 4 looks pretty good and made a huge progress. What does it miss for it to actually be capable of top AA and AAA games? While some graphics improvements obviously remain, most of the work remaining is not as much about the looks..You would be quite surprised about what is actually missing (which is no little amount of work). Would you be interested in an article about this in the Godot blog?
       
 (DIR) Post #AQhDX5OuADnw9iSUNs by reduz@mastodon.gamedev.place
       2022-12-17T11:19:42Z
       
       0 likes, 0 repeats
       
       Cleaning up the Mastodon profile, intending to be using it a lot more..
       
 (DIR) Post #AQhDX5ryQ93Zbs3hh2 by reduz@mastodon.gamedev.place
       2022-12-17T11:21:16Z
       
       2 likes, 0 repeats
       
       I hope no one minds, but I will probably go a bit more technical on Mastodon than on Twitter, since it seems the public here is a bit more specialized. If something is not as clear will do my best to explain either case.
       
 (DIR) Post #ARi0wq5vAKRH6QfwFU by reduz@mastodon.gamedev.place
       2023-01-16T18:26:46Z
       
       5 likes, 3 repeats
       
       As promised, an article about things that Godot is missing to tackle on bigger titles.https://godotengine.org/article/whats-missing-in-godot-for-aaa/
       
 (DIR) Post #ARiGcU4muyH6HzSfAW by reduz@mastodon.gamedev.place
       2023-01-16T19:28:04Z
       
       1 likes, 0 repeats
       
       @aras I fully agree and I don't think Godot development direction in itself will go towards AAA titles. IMO it sits in the right spot for Indie/AA (and to some degree top AA).But the distinction that we saw with many studios is that being MIT license and the source code very clean, they are happy to take it and butcher it to accomodate larger projects.
       
 (DIR) Post #ASq2Sc75VoApASsWzg by reduz@mastodon.gamedev.place
       2023-01-01T15:54:14Z
       
       0 likes, 0 repeats
       
       20 years ago, the syntax of languages like Pascal, Lisp, etc. were considered obsolete and everyone who programmed C/Assembly and used manual composition, functional features, etc. were treated as dinosaurs. Now it seems these things are trendy again. I'm sure that, in 10 years, you will see a new movement of developers saying "See, OOP was not that bad" or "keeping data and logic together was easier".
       
 (DIR) Post #ASq2SdWIHZvjWvgAvA by reduz@mastodon.gamedev.place
       2023-01-01T23:11:10Z
       
       0 likes, 0 repeats
       
       @bitshifter Not everything is about performance in software design. Ease of development is important and generally only a small part of software is the one that needs to be optimized and data oriented.
       
 (DIR) Post #ASq2Se1UPasr5gH5Xs by reduz@mastodon.gamedev.place
       2023-01-01T15:57:33Z
       
       0 likes, 0 repeats
       
       I also predict that Rust will also become a mess due to so many features added (just like C++/Java) are and developers will start coming up with new "simpler" programming languages that will use 00s syntax again just because it looks different and cooler.
       
 (DIR) Post #ASq2SeiNq7C9EiLLP6 by reduz@mastodon.gamedev.place
       2023-01-01T23:49:34Z
       
       0 likes, 0 repeats
       
       @bitshifter IMO that's just a myth and not at all my experience (and I've been shipping PC, mobile and console games for decades) and to me it sounds more like stories of incompetence or not understanding the product.It always for me was easier to optimize corner cases while developing most of the game using scripting and accessible paradigms.
       
 (DIR) Post #AY3IyFBfsY29SQRMH2 by reduz@mastodon.gamedev.place
       2023-07-25T12:09:37Z
       
       1 likes, 0 repeats
       
       Pending on queue for Godot 4.x is the rewrite of SDFGI. This document describes the technical roadmap for the new version, which should result in a very cheap, yet good quality GI (able to run on IGP). There are other stuff that is more important before, but at some point it will hopefully happen!https://smallpdf.com/file#s=06a033fc-481b-4f1e-83cd-984dba9fe755
       
 (DIR) Post #AYFtEdtX7VSQQ9nSU4 by reduz@mastodon.gamedev.place
       2023-07-31T13:51:37Z
       
       1 likes, 0 repeats
       
       Seeing major industry personalities complaining that the software industry is failing because you could open a PC with BeOS /Win 2000 from 2002 with a Pentium II,  64 mb RAM and it was much faster than one PC today with beefier specs misses the point.What happened is simply, as hardware became faster, developers flocked to more flexible / easier tools to reduce time and cost. Some people forgot how much more complex and costly it was to develop for the cpu / ram / IO specs of early 2000s.
       
 (DIR) Post #Aa46WCWXQSZoN7jbPs by reduz@mastodon.gamedev.place
       2023-09-23T15:44:07Z
       
       0 likes, 2 repeats
       
       For those using C# in Godot. C# works by making .cs scripts you assign to nodes (like GDScript).This is a bit slower with virtual functions such as _Process,  overriding low level areas of the engine (like audio streams) is harder to maintain the code.A future alternative is to make C# classes like extensions: you just inherit the node like a script, but select class from the Add Node dialog instead of assigning a script. This approach makes C# code faster and easier to maintain.WDYthink?
       
 (DIR) Post #AaCGPyxDWBYRM4Z9yi by reduz@mastodon.gamedev.place
       2023-09-23T17:24:54Z
       
       0 likes, 0 repeats
       
       These past days I've been lectured about all the horrible tales Unity developers have with the C# garbage collector and how they have to write their whole codebases obsessively to not trigger GC spikes.Is it really that bad folks? If C# GC is that bad, what impedes you from using C++, Rust or even Swift for Godot which don't have any of those issues?
       
 (DIR) Post #AaheQgOCo3wjEJwDGC by reduz@mastodon.gamedev.place
       2023-10-11T12:10:11Z
       
       0 likes, 1 repeats
       
       I know this is unpopular opinion, but to me the idea of standardized tonemappers in games makes very little sense. Unless you are going for ultra-realism and want to achieve the same look as in film with the same physical lighting parameters (far most people don't) and physically captured textures (not art-generated), there is little reason to have this as a "standard" rather than just adjust to whatever looks good for your game.
       
 (DIR) Post #Ab1xDBnI0ryGNpGjtg by reduz@mastodon.gamedev.place
       2023-10-22T13:35:31Z
       
       0 likes, 2 repeats
       
       Some ideas for a GPU driven renderer in Godot. This is definitely 2024+ material, but does not hurt to start planning:https://gist.github.com/reduz/c5769d0e705d8ab7ac187d63be0099b5
       
 (DIR) Post #Ame1ScDz2JFn1GL7GC by reduz@mastodon.gamedev.place
       2024-10-03T14:38:41Z
       
       2 likes, 3 repeats
       
       Will chill from Twitter/X until after the US elections. Almost all the hate Godot got over the weekend was pretty much people who had not a clue what a game engine is, what Godot is, or what a FOSS / community made project is. Most of the ones who did were the usual haters.Checking profile of haters, majority pro-trump people with weird religious symbology, or people with avatars/obsession for anime little girls.Sometimes I feel I am too innocent for this world.
       
 (DIR) Post #AmeKNx9LhvXbbCf7Ls by reduz@mastodon.gamedev.place
       2024-10-03T17:22:58Z
       
       0 likes, 0 repeats
       
       Getting #GodotEngine oiled up to the state it is now, where development speed is so incredibly fast and there is such good harmony with foundation, contributions and community took many many, _many_ years of refining processes for development, contribution, release management, moderation, etc. I will do a talk about it at GodotCon in a week explaining parts of this process!Pressing the fork button takes a second. Learning to do what we do takes a tiny bit more 😞.
       
 (DIR) Post #AmeKNxn3KJIfaLEpEm by reduz@mastodon.gamedev.place
       2024-10-03T17:27:54Z
       
       0 likes, 0 repeats
       
       Even getting people to agree in a FOSS project is incredibly hard, because most contribute their own time. Learning to build consensus is a very hard to acquire skill, otherwise in a week everyone would be arguing and go do their own project or engine the way they think its better.Likewise is learning how to make sure that, with external contributors, code quality can remain top notch is another hard to acquire skill.I don't know, maybe it took us a lot to learn these cause we are stupid 😅