crittecol
Listen, these are serious claims against the Godot foundation, the core team, and W4. If they’re true, I could maybe see shutting down the forum as protest. But this can also seem like the forum owner trying to hush the community and control the conversation.
If we consider some mismanagement without any outright wrongdoing, closing the forum stops us from talking about these issues which doesn’t make much sense. There’s also chatter about passing ownership of the forum in the middle of the thread, which makes me wonder why they’d close the forum at all.
Couldn’t agree more, this only hurts the community members.
I only meant that even if their evidence and conclusion wasn’t paper thin this course of action still doesn’t make any sense. So for me their claims and actions are pretty much completely without merit. And there was already plenty of level headed pushback even in that thread.
Glad you brought up the demo, that was fucking bizarre. As if a proof of concept with no supporting details is all you need to completely understand the development and concerns of a massive codebase that is one of the most compatible, and most usable out there. Two qualities that tend to complicate things dev wise.
This is awesome! Just started using hterrain on 3.5 but this might be what pushes me to move to 4.x completely.
The import workflow is especially exciting, gonna try using world machine as a starting point and then sculpting out/texturing the details.
Since it doesn’t have holes I’m wondering what the best way to have a cave/well would be. Door to another instance? portal?
I like gdfxr a lot, even placeholder sounds can help you work on sound timing and mixing and give you a way better sense of how things are feeling. As a bonus for some cases the sounds you can generate are perfectly fine for final usage.
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
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
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.
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?