[HN Gopher] About Godot4, Vulkan, GLES3 and GLES2
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       About Godot4, Vulkan, GLES3 and GLES2
        
       Author : Tomte
       Score  : 36 points
       Date   : 2021-07-18 15:03 UTC (7 hours ago)
        
 (HTM) web link (godotengine.org)
 (TXT) w3m dump (godotengine.org)
        
       | lazypenguin wrote:
       | As a non-contributor but past user of Godot, the different
       | rewrites of the renderer is what turned me off from committing to
       | the engine long term. I have no issue with Godot staying modern
       | (I.E adopting Vulkan) but my perspective is that this decision
       | was made to maximize graphic fidelity rather than to maximize
       | usability of the engine for the users. For me the biggest appeal
       | of Godot was it was approachable and usable. I don't care if it
       | can compete with unreal or unity on a visual level because there
       | is more work needed in other areas of the engine first. Perhaps
       | the devs felt that the rest of Godot was "good enough" and the
       | renderer was a higher priority but I did not feel that was the
       | case. In the end this was a decision I did not agree with but I
       | am sincerely happy they are making good progress and I'm looking
       | forward to trying out Godot 4.0 once it hits alpha!
        
       | enos_feedler wrote:
       | Refreshing to see that the GPU stack might be converging on
       | GLES3+ at a high level and Vulkan at the low-level. Of course
       | Apple is left out of this, but getting some translation over to
       | Metal is the best we can do.
        
       | andrewmcwatters wrote:
       | I find their prioritization of features also very weird.
       | 
       | I can't start an empty project and get multiplayer out of the
       | box, but my team's 7 year old (?) 2D game engine[1] can do this
       | and have client-side prediction set up for you before you even
       | insert your own game code.
       | 
       | We're months away from shipping a next major release, and for as
       | many collaborators work on Godot, they've basically been years
       | behind any of the features I or anyone on my team actually cared
       | about.
       | 
       | We have lag compensation that works over 3G, but if you asked
       | anyone in the Godot community how you'd pull that off, it'd be
       | some random guy not associated with the project, on their forums,
       | with some code snippet he shared with you that is a far cry from
       | first-class support.
       | 
       | Why focus so much on rendering functionality? If you have a team
       | that's actually remotely capable of generating assets at the
       | labor velocity you would need to actually release a game, that
       | team would almost be guaranteed to use Unreal anyway.
       | 
       | It's really incredible how much game software lags in progress
       | because of where development teams choose to put their efforts.
       | 
       | [1]: https://www.planimeter.org/grid-sdk/
        
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       (page generated 2021-07-18 23:01 UTC)