[HN Gopher] Pocket-Godot: Starter Kit for mobile game developmen...
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Pocket-Godot: Starter Kit for mobile game development using Godot
Author : console-log
Score : 56 points
Date : 2024-08-30 14:45 UTC (8 hours ago)
(HTM) web link (github.com)
(TXT) w3m dump (github.com)
| FrustratedMonky wrote:
| any links to examples?
| arminiusreturns wrote:
| Maybe do a README at least before posting to HN? I compile Godot
| daily, but have been ignoring everything but GNU/Linux as a
| target platform. I don't see anything particularly unique about
| this being for mobile besides some pretty basic joypad and
| screendrag stuff.
| WillPostForFood wrote:
| Video overview:
|
| https://www.youtube.com/watch?v=jMBNfMqRb58
| prophesi wrote:
| Here's the script for the first half of the video; second
| half kind of needs the video to make sense:
|
| Hey, it's Lucky. Sorry for disappearing on you guys, but I've
| returned bearing gifts. This is my first project in Godot
| 4.3, called Pocket C. It's a small collection of touch-based
| controllers for mobile devices, which I think are a great
| starting point for building mobile SL touch-based games.
|
| In this project, there are three demos included: a first-
| person demo, a third-person demo, and a top-down demo. These
| demos are inspired by popular mobile games like PUBG, Call of
| Duty Mobile, and League of Legends: Wild Rift. All these
| controllers are based on a joystick-touchpad combination,
| where the joystick is on the left side and a touchpad is on
| the right side. This layout is commonly used in many viable
| mobile games today, and it's at the core of all these demos.
|
| We'll run through the code and the project so you can get
| started on making your own mobile games. All the source code
| and assets are included in the video description, along with
| a GitHub repository link. There's also a built APK, so if you
| want to test it on your mobile device, it's available there
| as well.
| loganfrederick wrote:
| As someone who has recently been doing Godot mobile development
| with Cursor as my IDE, this repo and the video in another comment
| gave me some quick thoughts.
|
| 1. The main thing the library seems to offer is some pre-packaged
| libraries for mobile touch controls in GDScript, the custom
| language for the Godot game dev framework.
|
| 2. I have recently come across similar problems to what that this
| library tries to solve.
|
| 3. However, the way I went about solving it was basically using
| Claude and ChatGPT as my co-developers and asking them to answer
| coding questions. Here's a quick example prompt about coding
| GDScript similar to some of the attributes of the library:
| https://chatgpt.com/share/c8e713e3-0662-4c7d-8645-9a76b0c032...
|
| 4. An optimistic perspective from all the above is that AI coding
| assistants can make it easier for people to develop libraries
| like this faster.
|
| 5. A negative view would be that AI coding assistants mean people
| don't necessarily need "libraries" like this if an LLM can spit
| out the same results in a couple queries (rather than hunting
| around Github or the internet for pre-packaged code).
| spywaregorilla wrote:
| > 5. A negative view would be that AI coding assistants mean
| people don't necessarily need "libraries" like this if an LLM
| can spit out the same results in a couple queries (rather than
| hunting around Github or the internet for pre-packaged code).
|
| Why use a library when the LLM can spit of a unique
| reimplementation of the library logic every time you need it?
|
| The future is terrifying.
| lawlessone wrote:
| An LLM that just replies with an executable?
| entropicdrifter wrote:
| People _like_ having standards, that 's why. They make
| processes more simply repeatable and experience more easily
| transferrable
| TillE wrote:
| > Here's a quick example prompt
|
| You almost certainly should not be updating the
| character.position _both_ every frame (in _process) _and_ in
| response to a MouseMotion event. That makes no sense.
| loganfrederick wrote:
| Yep, it is definitely worth clarifying that all the code has
| to be reviewed manually still. An aside is that the LLMs
| (both Claude and GPT) have common failure modes in using
| Godot 3 syntax instead of 4, etc.
|
| I meant to make the point that, having worked on mobile game
| dev recently, if the behavior I'm thinking of seems simple,
| my workflow instincts have become to go to LLMs first rather
| than Github. Very possible this is a _bad_ reflex. Just one I
| 've observed directly from my experience implementing similar
| functionality as the parent library.
|
| It looks like spywaregorilla's comment was downvoted at least
| once but I think it was making the valid point sarcastically
| that the idea of "LLM generated code replacing commonly used
| libraries is a bad one." My original post was positing on
| whether this might be a future trend though.
|
| Also want to recognize the author of the library (prophesi)
| commented down below and definitely applaud their work in
| packaging and open sourcing their work plus making the
| tutorial video.
| swah wrote:
| Step up your README game... at least link to your Youtube and say
| more docs coming soon.
| programmerby wrote:
| To me it's strange when people write a starter kit for the engine
| that supports mobile platforms out of the box. Is mobile support
| there just for marketing...?
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