[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)