Godot

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A community for discussion and support in development with the Godot game engine.

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founded 4 years ago
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I'm not the author, but posting it here because it is amazing project that deserves exposure.

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I am writing a GDExtension for binding libpd, library version of PureData. I have added a property with appropriate getter and seterr.

  ADD_PROPERTY(
      PropertyInfo(Variant::STRING, "patch_path", PROPERTY_HINT_FILE, "*.pd"),
      "set_patch_path", "get_patch_path");

I do something like this to get the file path and load it to puredata

Ref<FileAccess> file = FileAccess::open(path, FileAccess::READ);
patch = pd.openPatch(
      file->get_path_absolute().utf8().get_data()->get_path_absolute().utf8().get_data(), "/");

I can select *.pd files from my resources directory, they load and work normally inside the editor. However, they do not work when I export the project.

The complete error message:

Godot Engine v4.3.stable.official.77dcf97d8 - 
Vulkan 1.3.296 - Forward+ - Using Device #0: Intel - Intel(R) Iris(R) Xe Graphics (RPL-U)

pd 0.55.2
bonk version 1.5
fiddle version 1.1 TEST4
pd~ version 0.54
pique 0.1 for PD version 23
PureDataGD constructor
ERROR: File does not exist: 
   at: file_exists (/home/kureta/Documents/repos/PureDataGD/src/puredatagd.cpp:60)
Trying to set path to: res://patches/test-2.pd

read (31 184) -> -1
//: Is a directory
Set patch path to: res://patches/test-2.pd
Setting DSP status to truehttps://godotengine.org

What am I doing wrong? Full code is here.

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Finally got around to it and been playing Godot for an hour. I've been following Brackey's How to make a Video Game - Godot Beginner Tutorial and I'm about ~40 minutes in.

First impressions:

  • Jesus christ that downloaded fast
  • Holy crap that opened fast
  • I love right out the gate it let me pick what renderer I want to use (alongside the pros and cons)

UI:

  • The UI is a little bit confusing. Having the Script and 2D window be something at the top, but to the right of your traditional window dropdowns - is very jarring
  • Mousewheel is a weird default: Control-scroll moves up and down, while regular scroll zooms in and out. I believe this is the opposite of most programs
  • Modifying the collision points on TileSets was weird - I would modify one, then any new tile I click would get the new collision points, so I kept accidentally overwriting the collision points on tiles when I just wanted to select. But then I also couldn't copy a previous collision point.. so I had to like carefully plan out which tiles would have the same collision points because I couldn't copy them... I didn't want to get too specific on something minor, but that was frustrating.
  • Overall, the UI is still less cluttered than Unity, so despite being a bit unintuitive and having some frustrations, it's worse but not a showstopper

"Let me make a game!" vibe:

  • For reference, my base point here is Flash, with ActionScript. The dead simplicity of that framework let developers pump out awesome games in under a week
  • Godot seems to have better support for 2D games than Unity. 2D feels "first class", and I'm not getting weird collider issues on corners like Unity does
  • When following a tutorial (that is only 4 months old), I already ran into cases of UI changes and deprecated features. That's a big issue with Unity, and not something I look forwards to in Godot
  • As far as vibe check goes, this one is also on par or slightly better than Unity

Overall Rating: Good enough

My world has not been shaken - but I'll use Godot for my next game. First impressions have Godot's editor on-par with Unity, but the real win is it comes without the clown show that is Unity Technologies itself. For the first time in a while I'm excited to get back into making games, I just need to make the time ๐Ÿ™ƒ

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