Latest Comments by setzer22
Say hello to PLATYPUS, the latest CPU security problem
10 Nov 2020 at 8:40 pm UTC Likes: 2
10 Nov 2020 at 8:40 pm UTC Likes: 2
Perry the Platypus, you did it again!
Godot 3.2.4 has a first beta with 2D batching for GLES3
25 Oct 2020 at 4:37 pm UTC Likes: 1
25 Oct 2020 at 4:37 pm UTC Likes: 1
Quoting: CalinouAlso, we'll probably merge a debanding option for viewports before 3.2.4 is released: https://github.com/godotengine/godot/pull/42942 [External Link]That looks so cool :grin: Thanks for the great work!
Godot 3.2.4 has a first beta with 2D batching for GLES3
22 Oct 2020 at 9:12 pm UTC Likes: 2
22 Oct 2020 at 9:12 pm UTC Likes: 2
Another notable change is that they brought back FXAA! It was removed when they moved to Godot 3.
FXAA is a very cheap anti-aliasing technique, frequently used in 3d mobile games instead of MSAA (the only one supported until now). A great fit for Godot!
FXAA is a very cheap anti-aliasing technique, frequently used in 3d mobile games instead of MSAA (the only one supported until now). A great fit for Godot!
Godot Engine to get improved Linux support in the upcoming Godot 4 release
22 Oct 2020 at 8:51 pm UTC Likes: 2
I'm all in for useful API changes and removing cruft from older versions. But you should always aim for backwards compatibility whithin reason. Minor API changes is also what caused the great divide between Python 2 and 3, and we're paying the price for some of those decisions still today. When you have thousands of users, you should consider every API break carefully.
I was mentioning the Node->Node3D switch not because it's difficult to upgrade (I, too, know how to do global search and replace :tongue:), but because it is an API breaking change that has very little point. But even for such an easy change, my point stands: There's hundreds of tutorials out there that will become outdated. How many of them will be fixed by their original developers? Because otherwise, they're as good as gone.
Take this amazing Godot plugin for example: https://github.com/Stoeoeoe/godot_data_editor [External Link] It's unfortunately built for Godot 2. After half an hour attempting to port it to 3.X, I decided to stop and just roll my own thing, which I'll probably never release to the public. A great piece of software was lost just because someone decided their API was not "clean enough", that's what happened.
This may be quite a bit off-topic for this forum, but the kind of philosophy shown in this talk is precisely what I'm talking about: https://www.youtube.com/watch?v=oyLBGkS5ICk [External Link] And let me tell you this guy is no charlatan, he's the main designer of a programming language used by thousands of developers, and he managed to do so for 10+ years while never breaking an API :)
22 Oct 2020 at 8:51 pm UTC Likes: 2
Quoting: TheSHEEEPI'm sorry if my comment came off as harsh criticism on Godot. I still love the engine and think they're doing a great job (heck, I use it myself almost daily!)Quoting: setzer22This is the one thing I'll never understand about godot (and Blender has the exact same problem). Why do they have so little care for backwards compatibility? :sad:Because backwards compatibility drags every project down with additional maintenance cost.
Windows STILL has to carry legacy code and support around that is by now ~20 years old.
Godot is in the position that they don't have to do that - and so they don't.
They already limit themselves to changes for major versions (and even backport improvements where possible) - that's more than reasonable.
If you think that doing a global find/replace for Node -> Node3D is a real problem, then I don't know what to tell you.
Though 4.0 will break a lot more than that. Porting a larger 3.2 project to 4.0 will probably take the better part of a week with API changes that go beyond renaming stuff.
I do hope they'll provide an extensive porting guide.
And that's still better than carrying legacy code around because it means Godot will actually be able to shed or replace old code instead of having to maintain it, making a much better use of their limited resources.
I'm all in for useful API changes and removing cruft from older versions. But you should always aim for backwards compatibility whithin reason. Minor API changes is also what caused the great divide between Python 2 and 3, and we're paying the price for some of those decisions still today. When you have thousands of users, you should consider every API break carefully.
I was mentioning the Node->Node3D switch not because it's difficult to upgrade (I, too, know how to do global search and replace :tongue:), but because it is an API breaking change that has very little point. But even for such an easy change, my point stands: There's hundreds of tutorials out there that will become outdated. How many of them will be fixed by their original developers? Because otherwise, they're as good as gone.
Take this amazing Godot plugin for example: https://github.com/Stoeoeoe/godot_data_editor [External Link] It's unfortunately built for Godot 2. After half an hour attempting to port it to 3.X, I decided to stop and just roll my own thing, which I'll probably never release to the public. A great piece of software was lost just because someone decided their API was not "clean enough", that's what happened.
This may be quite a bit off-topic for this forum, but the kind of philosophy shown in this talk is precisely what I'm talking about: https://www.youtube.com/watch?v=oyLBGkS5ICk [External Link] And let me tell you this guy is no charlatan, he's the main designer of a programming language used by thousands of developers, and he managed to do so for 10+ years while never breaking an API :)
Godot Engine to get improved Linux support in the upcoming Godot 4 release
20 Oct 2020 at 4:02 pm UTC Likes: 1
20 Oct 2020 at 4:02 pm UTC Likes: 1
This is the kind of things that made me switch from Unity to Godot. They *do* care about Linux, and it shows :grin:. Also, being able to pop out windows from the main editor looks neat!
This is the one thing I'll never understand about godot (and Blender has the exact same problem). Why do they have so little care for backwards compatibility? :sad:
Quoting: fagnerlnIt's already pretty good, godot is fantastic. I hope that they don't change the structure as 3.0 changed from 2.0, a lot of good 2.0 tutorial don't work.Sadly, there's quite a bit of that already planned :/ Pointless renames like Node -> Node3D will break most existing scripts/tooling. They promised some sort of limited support to automate the conversion, but YMMV. These renames *may* make things clearer, but the cost of an API break just for this is too high IMO.
This is the one thing I'll never understand about godot (and Blender has the exact same problem). Why do they have so little care for backwards compatibility? :sad:
You may want to avoid Linux Kernel 5.9 if you want fully supported NVIDIA drivers
19 Oct 2020 at 12:51 pm UTC Likes: 1
19 Oct 2020 at 12:51 pm UTC Likes: 1
More and more incentives to finally drop Nvidia and go full AMD... :)
I've read the full Kernel patch thread and I can just say good for them to get rid of this propietary crap!
I've read the full Kernel patch thread and I can just say good for them to get rid of this propietary crap!
System76 are doing some serious magic with Pop!_OS and Auto Tiling
2 Oct 2020 at 2:18 pm UTC Likes: 7
Being able to drop into a vanilla GNOME desktop and just enable an extension to get an i3 like experience makes this kind of interaction more accessible to users who wouldn't be able to benefit from it otherwise.
Since I installed i3, I had to admit that only I can use my computer... Nobody will go through the trouble of learning your set of keybindings. You can imagine this leads to frustration when pair-programming... And wms like i3 do not play well with games. All in all, being able to opt-out of tiling at the click of a button comes in very handy.
2 Oct 2020 at 2:18 pm UTC Likes: 7
Quoting: tmtvlOh wow, a feature that dynamic WMs have had since the '90s. Those system 76 guys are really on top of things huh.As an i3 user, that was my first reaction. We should not mistake this with innovation, I agree they're just copying what's out there. However, System76 bringing this interaction model to the mainstream is *HUGE*. They are doing an outstanding work and none of it is a wasted effort. If this works well and gets user traction, others DEs are soon to follow.
Being able to drop into a vanilla GNOME desktop and just enable an extension to get an i3 like experience makes this kind of interaction more accessible to users who wouldn't be able to benefit from it otherwise.
Since I installed i3, I had to admit that only I can use my computer... Nobody will go through the trouble of learning your set of keybindings. You can imagine this leads to frustration when pair-programming... And wms like i3 do not play well with games. All in all, being able to opt-out of tiling at the click of a button comes in very handy.
Bevy seems like an impressive upcoming free and open source game engine made with Rust
21 Sep 2020 at 9:47 am UTC Likes: 7
21 Sep 2020 at 9:47 am UTC Likes: 7
Bevy looks awesome for Rust gamedev! Another popular choice for game development in Rust is Godot, which can run Rust code via its GDNative API. I'm currently using that for my game and I'm enjoying it a lot!
Godot+Rust (or other engines like Bevy) are a very Linux-friendly setup :) I develop 100% on Linux, but I had no trouble cross-compiling my Rust code to play on Windows (compared to the cross-compilation hell in C++, with Rust it's literally a one-liner!).
Godot+Rust (or other engines like Bevy) are a very Linux-friendly setup :) I develop 100% on Linux, but I had no trouble cross-compiling my Rust code to play on Windows (compared to the cross-compilation hell in C++, with Rust it's literally a one-liner!).
The new TUXEDO Book XUX7 is an absolute monster desktop-replacement laptop
17 Sep 2020 at 7:27 am UTC
17 Sep 2020 at 7:27 am UTC
Here's the necessary random guy on every hardware post complaining about nvidia, reporting in :)
No, but really. Do they just don't make high-end mobile AMD GPUs? I'm surprised that all those linux-centric companies are still betting on nvidia with all its issues. Why would I spend ~2k on a laptop to get screen tearing?
No, but really. Do they just don't make high-end mobile AMD GPUs? I'm surprised that all those linux-centric companies are still betting on nvidia with all its issues. Why would I spend ~2k on a laptop to get screen tearing?
Godot Engine documentation is about to get much better with a new hire
15 Sep 2020 at 6:41 am UTC Likes: 2
15 Sep 2020 at 6:41 am UTC Likes: 2
Good for him! Nathan has already contributed so much to the Godot community, he deserves it.
- Discord is about to require age verification for everyone
- Beaver city-builder Timberborn confirmed for launch on March 5
- KDE Linux gets performance improvements, new default apps and goes all-in on Flatpak
- Safe In Our World has a big Charity Bundle up on Fanatical with some great picks
- Butcher by day, people hunter by night - ZOMBUTCHER sounds like a fun but gruesome sim
- > See more over 30 days here
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