popcar2

joined 1 year ago
 

I've been browsing job posts lately and found a lot of poorly written posts looking for collaborators. Here's a blog post I wrote highlighting common pitfalls, and how to convince collaborators to join your project!

 

I've been browsing job posts lately and found a lot of poorly written posts looking for collaborators. Here's a blog post I wrote highlighting common pitfalls, and how to convince collaborators to join your project!

 
 

(I'm not affiliated with the devs)

For the unaware, Road to Vostok is one of the most popular games that switched from Unity to Godot. The dev made many devlogs detailing his journey of porting everything and his experience with the engine. Aside from his porting journey, it's also one of the very few Godot games going for a realistic high-fidelity artstyle. Now, the first demo of the game rebuilt in Godot is out.

I gave it a shot and it's quite good. Performance is really good and everything seems to be working just fine. Graphics aren't AAA levels which is expected, but it looks fine. The lighting being a bit flat makes me wonder if the dev isn't using global illumination.

Either way, a pretty nice milestone for Godot to prove you can transition from Unity without major issues!

 

Pictured: My Godot 4 game running on CrazyGames. This was previously impossible because most websites don't support SharedArrayBuffers/CrossOriginIsolation, which was required to run Godot on the web.

Today is a glorious day for us webgame developers. Godot 4 is finally viable to use thanks to this PR which should be merged by 4.3

This allows you to force the exported game to run on a single thread, meaning you don't need any special headers and your game should be able to run anywhere on the internet. This has the added benefit of making the games work properly on MacOS/iOS, which for some reason had serious issues with SharedArrayBuffers causing the browser to freeze.

Brings a tear to my eye, really. I might not need Unity for my next project.

 
 

By supporting Direct3D 12, Godot gains support for multiple new platforms, such as:

  • Windows Store (UWP).
  • Windows on ARM.
  • GDK.
  • XBox —which can't be supported officially by Godot, but for which Direct3D 12 support is essential—.

Depending on the complexity of the scene, effects used, etc., this first version of the renderer performs generally worse than the Vulkan one. In some tests, D3D12 has not been able to deliver more than 75% of the Vulkan frames per second. In some other, D3D12 has been able to outperform Vulkan by a small margin. Performance improvements will be ironed out over time.

Expect it to come in Godot 4.3

 

That's a lot of cash money. I'm still a bit confused at how much of this money will go to the actual engine and how much of it will go to supporting W4 in general, such as allowing devs to publish Godot games for consoles.

[–] [email protected] 0 points 1 year ago

I really wish it could 😔

 

I'm making a fake operating system interface in Godot called GodotOS. Here's a sneak peek!

This is around 4 days of work. GodotOS is a proof of concept so I can learn more about Godot's UI systems. It's going very well so far. Right now you can open, minimize, and close windows while browsing folders and text files in user://files/.

My next goal (aside from adding more functionality) is to have viewports in windows so you can play games in your game.

 

Previous posts: https://programming.dev/post/3974121 and https://programming.dev/post/3974080

Original survey link: https://forms.gle/7Bu3Tyi5fufmY8Vc8

Thanks for all the answers, here are the results for the survey in case you were wondering how you did!

Edit: People working in CS or a related field have a 9.59 avg score while the people that aren’t have a 9.61 avg.

People that have used AI image generators before got a 9.70 avg, while people that haven’t have a 9.39 avg score.

Edit 2: The data has changed slightly! Over 1,000 people have submitted results since posting this image, check the dataset to see live results. Be aware that many people saw the image and comments before submitting, so they've gotten spoiled on some results, which may be leading to a higher average recently: https://docs.google.com/spreadsheets/d/1MkuZG2MiGj-77PGkuCAM3Btb1_Lb4TFEx8tTZKiOoYI

 

Previous posts: https://programming.dev/post/3974121 and https://programming.dev/post/3974080

Original survey link: https://forms.gle/7Bu3Tyi5fufmY8Vc8

Thanks for all the answers, here are the results for the survey in case you were wondering how you did!

Edit: People working in CS or a related field have a 9.59 avg score while the people that aren’t have a 9.61 avg.

People that have used AI image generators before got a 9.70 avg, while people that haven’t have a 9.39 avg score.

Edit 2: The data has slightly changed! Over 1,000 people have submitted results since posting this image, check the dataset to see live results. Be aware that many people saw the image and comments before submitting, so they've gotten spoiled on some results, which may be leading to a higher average recently: https://docs.google.com/spreadsheets/d/1MkuZG2MiGj-77PGkuCAM3Btb1_Lb4TFEx8tTZKiOoYI

[–] [email protected] 0 points 1 year ago (2 children)

Honestly GDscript is really easy to learn if you've got a programming background. The concepts are mostly the same so you can head over to the GDScript reference and learn to use it in less than a day. As soon as you get used to the syntax you basically know it already.

[–] [email protected] 0 points 1 year ago* (last edited 1 year ago)

I should probably clarify the rules a bit, there isn't a turn order and you're free to tackle them in any order. I felt like a turn order would be a bit oppressive but of course feel free to do some house rules if you find it too easy.

Regarding the stash piles, you're free to use them in any order you'd like and draw from either of them. I usually keep one stash for low value cards and one for cards I would want to draw later. Most of the strategy relies in having a good variety in your stash for combining/drawing when you need to, rather than just discarding randomly.

Thanks for playing!

[–] [email protected] 0 points 1 year ago (2 children)

According to what I’ve read about and experienced, using compatibility layers such as Wine and Proton can give you a wide variety of results, depending on the game.

I agree with this but I generally find that performance is a bit worse, so I'm just setting expectations. One thing Proton does offer is pre-caching shaders which can help games not stutter compared to Windows, so you might get way less stutters even if your FPS is a bit worse than Windows.

I’ve had so much success with Proton in Heroic Games Launcher

You definitely can use Proton with Heroic but you generally shouldn't need to. Wine-GE's performance is very comparable to Proton and usually Proton can cause issues when ran outside of Steam, which is why it isn't recommended to do so and why all these launchers prefer Wine-GE. I tried to make the guide as simple as possible, so I decide to list the best option rather than a list of options.

There are distros designed for gaming that come with lots of stuff already packaged with the installation.

Definitely. I actually do use Nobara which you might tell from one of the screenshots' background. I might do another post on distro choice but I felt like it's a big topic that can get too opinionated, especially with recent Fedora controversies. I didn't want to recommend Nobara only to have a lot of "Well, actually..." comments.

Maybe add something about Steam and its offerings of native Linux games.

I thought about it but didn't feel like it warranted talking about. If there's a native Linux version, you'd hit install and it should work. It didn't really need elaborating so I decided to focus on the things people can need help with.

Great job and thank you!

And thank you for the feedback!

[–] [email protected] 0 points 1 year ago

Thought about putting it on github /gitlab?

I'm not opposed to it, but is there demand for it to be on GitHub?

It would be interesting to hear your thoughts on non flatpak for steam and flatpak for heroic.

Steam's Flatpak version has some issues, the way it's sandboxed causes things to not work as it should. I've seen people complain about controllers not being detected via Steam Input, confusion around permissions, minor bugs among other things. There's really no reason to use that instead of your package manager.

On the other hand, Heroic actually recommends the Flatpak by default since it's stable, has no issues, isn't distro-dependent, etc. There's no reason not to use it instead of your package manager.

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