3 ms·
That's an interesting observation, in that games are often real-time systems. Makes sense to me as I work in audio DSP where you've got to have your buffer proc
by Applejinx 9y ago
That's an interesting observation, in that games are often real-time systems. Makes sense to me as I work in audio DSP where you've got to have your buffer processed in time or you wreck the hapless user's mix.
Where do you see Godot relative to this? I know I was interested in Unreal Engine's blueprints, but unconvinced (also, I was working with my coder brother, who hated blueprints on sight). I've also been exploring the open synth hardware Axoloti, which likewise uses a node-based system for its design.
- subwayclub 9y agoGodot 3 actually has some built in DSP effects and send buses: https://godotengine.org/article/godot-30-new-internals-progress-report-4 https://godotengine.org/article/godot-30-new-internals-progr... Regarding visual editing, those tools are of direct interest to any signal processing work(which for games means audio, visual effects, and in some cases asset dependency resolution). They don't work well once your task is too fine-grained. Graphs of finite state are also extremely useful for game AI and concurrently scripted logic, so tools that formalize those concepts and give them visual UI are also commonplace. In audio work, a FSM is a good starting place to conceptualize processes like key state tracking and envelope triggers. Games have more shifting requirements so the design process of the FSM is given much more emphasis.
- Applejinx 9y agoWelp, now I'll HAVE to choose MIT when my own opensourcing gets underway. They say they didn't have much audio DSP code under MIT license they could use. I was leaning to MIT anyhow, but if they need specifically that…