

Dragon Warrior Monsters 1 was my first game, 1 and 2 are both classics and this looks fucking sick
Dragon Warrior Monsters 1 was my first game, 1 and 2 are both classics and this looks fucking sick
Blender for the texture painting
Material Maker for turning those textures into game engine ready materials. It’s also capable generating textures using noise and other patterns. Examples
I mentioned above but Godot has a low processor mode that gives you some control over the refresh cycle when nothing is happening. I doubt this completely alleviates the problem but I think it’s worth profiling it for individual use cases.
For sure! However Godot has low processor mode that lets you control the frequency of the update when no changes are being made. That update time can even be changed from code so you can adjust it situationally.
Does this mean you’re against using Godot for apps?
Personally, I feel like the extra load to reduce latency is worth it, but I honestly don’t know how different the load is or how much it could be optimized. But really snappy reactive software, even when long-running processes are going, feel much better to use. I’m getting tired of using web apps for everything.
As far as what does the GPU do, right now if we’re talking like b2b stuff you could do a lot more local number crunching or do really rich graphs with compute shaders etc. In the future, maybe the CPU handles most of the app and the GPU handles an AI workload in the background?
Super cool! Might be nice to have a helper node you could add to scenes that just lets you trigger orchestrations from pure signals or more easily from animation players, so you could stay out of the script editor completely for the really simple stuff.
Like others have said, it’s pretty much the same as web development. The logic can live anywhere, so you could build your own app with whatever architecture you want and even use best practices from other fields as inspiration (Like the Redux comment.)
What we’re missing is mostly more people actually doing it, having opinions on how best to organize app-like builds. I’ve built some small apps using it but nothing complicated enough to answer these questions.
But there are some examples that are open source to look at.
https://github.com/LyffLyff/Veles
You could pretty easily do this as an autoload so it’s accessible from anywhere. You could store the actual state as a dictionary or a resource, or even a whole db if you wanted depending on what you’re storing.
It’s a little old but looks like someone even implemented a redux inspired store! https://github.com/glumpyfish/godot_redux
No idea if that still works, but probably would be too hard to use it as inspiration or even update it to the latest 3.x version
I’m learning c++ via exercism because I’d like to use it for game development and other high performance use cases, and because it’s a good pip for the resume.
In fact, I mostly did this because so many job listings mention it, haven’t even come up with a high-scale game dev problem to solve.
I’ll probably continue because I find it interesting and no amount of practice is bad, but my question is how is everyone letting this affect their outlook on c++ in their career vs side projects, etc. Really, I’m having a hard time imagining why it was important for this to be said in this way instead of just changing internal policies and job listings.