popcar.bearblog.dev

HobbesHK, to godot in Switching from Unity to Godot: Tips and What You Should Expect

You may want to change the fact that web exports don’t work on macOS. MacBook Pro M1 user here. I’m happily running my Godot 4.1 as web exports on my server. Setting the headers is required for any browser / operating system, but things seem to work fine for me on Mac.

popcar2, (edited )

Weird, you may be an outlier. The issue for Mac web exports not working is one of the most upvoted on their Github: github.com/godotengine/godot/issues/70691

According to that, you have to manually set the renderer to Metal* or it might freeze/crash your browser (or take minutes to load). I’ve personally had many mac users tell me that my web projects aren’t loading for them, I’m pretty sure the issue is still not resolved.

HobbesHK,

That is weird! Once my project is in a shareable state, I’ll post the link here. Maybe it’s because (so far) it’s not awfully complex…

Yerbouti, to godot in Switching from Unity to Godot: Tips and What You Should Expect

I recently realized that Unreal is Open-source. I’m curious why it doesn’t seem to get any love from the FOSS community? I would personnaly glady ditch unity, but I heavily rely on video tutorials for my very amateur projects . So I was actually moving to Unreal…

popcar2,

As far as I know Unreal’s source code is available but the licensing isn’t, so the company still owns it and can still charge you for using it.

NocturnalMorning,

This is correct. If you took code from Unreal source and plopped it in Godot, you’d be in deep crap.

Player2,

Open source is not necessarily FOSS

Yerbouti,

Indeed.

nybble41,

Unreal is “source available”, not Open Source. There’s a big difference. With any Open Source project you can legally fork the project, distribute your custom version of the code, create a community around your variant… “source available” has none of that. The Unreal EULA is more permissive than most game engine licenses (with the obvious exception of Godot) but it still comes with plenty of restrictions. For example:

You are permitted to post snippets of Engine Code, up to 30 lines of code in length, online in public forums for the sole purpose of discussing the content of the snippet or Distribute such snippets in connection with supporting patches and plug-ins for the Licensed Technology, so long as it is not for the purpose of enabling third parties without a license to the Engine Code to use or modify any Engine Code or to aggregate, recombine, or reconstruct any larger portion of the Engine Code.

Which pretty clearly does not satisfy the Open Source Definition.

Yerbouti,

That’s a really informative reply, it clarifys things for me. Thanks a lot!

ConorVernon, to gamedev in Switching from Unity to Godot: Tips and What You Should Expect
@ConorVernon@kbin.social avatar

Thank you, this was a very informative read :)

mrsgreenpotato, to gamedev in Switching from Unity to Godot: Tips and What You Should Expect

Very nice read, thanks for sharing!

Installed Godot yesterday and it’s starting to grow on me, I like it. Looking forward to a huge movement of studios over to Godot, which will hopefully speed up the development of Godot through further support. By any chance is there any reliable source of data about which game engines are popular at the moment? I want to see that sweet sweet decline in Unity user base over to Godot.

makingStuffForFun, to godot in Creating GodotOS - Devlog 1
@makingStuffForFun@lemmy.ml avatar

GODOS. GOD OS. GO DOS.

popcar2,

Go-dows

nargacu83, to godot in Creating GodotOS - Devlog 1
@nargacu83@lemmy.world avatar

Looks pretty cool ! Made me think, i made a small prototype of a window manager like experience for a game once.

domi, to godot in Creating GodotOS - Devlog 1

Now create a Wayland session that starts your Godot app in gamescope and you’re pretty close to a GodotOS.

magikmw, to godot in Creating GodotOS - Devlog 1

I’m thinking, maybe you could load scenes or pkg files as ‘apps’ to run in your ‘os’.

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