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Switching to Godot, even though I'm a hobbyist who will never hit those thresholds
by LarsDu88 3y ago
Switching to Godot, even though I'm a hobbyist who will never hit those thresholds
- datavirtue 3y agoLet us know how you deal with the threading model in Godot.
- colordrops 3y agoWhat's wrong with it for the uninitiated?
- moron4hire 3y agoProbably nothing that isn't also a problem in Unity. There have been some Unity shills trying to cut down Godot lately.
- Kiro 3y agoYour comment worries me. I'm making games that usually rely heavily on multithreading and I'm looking at using Godot for my next game. Are you saying that would be a bad idea?
- viccuad 3y agoA good architecture for fully parallel, deterministic, thread-safe, serializable and extensible games is the Entity-Component-System pattern. I'm sure that Godot has one or a way to integrate a library that implements it. I think Unity doesn't come with ECS anyways.
- LarsDu88 3y agoThis is why I feel an engine like Bevy will one day beat them all. ECS, rust, memory safety, thread safety. It just needs an editor (or even a gameplan for what an editor would look like), animation, halfway decent rendering pipeline... it's a very long way from production ready.
- viccuad 3y agoAgree here. I long for an open source combat flight sim, and Bevy, with ECS, rust, wasm capabilities, thread safety, etc sounds quite apt.
- LarsDu88 3y agoI'm making a VR combat flight sim (of sorts) https://roguestargun.com https://roguestargun.com I went into it thinking I needed a bunch of ECS multithreading to make it run on an Oculus Quest 2, but honestly, it's completely unnecessary. Vanilla essentially single threaded Unity C# with careful asset optimization, and I get get ~60+ rigidbody running on a mobile chip at 72 fps. I haven't been able to survive a dogfight against more than 12 enemy ai fighters Tim Sweeney was right, ECS for optimization purposes is overkill for most games and is best relegated to fancy particle systems (which is the route Unreal went)
- deleted 3y ago[deleted]
- tick_tock_tick 3y agoIt's identical to Unity's why would they do anything different?
- LarsDu88 3y agoCompared to Unity DOTS and Bevy, Godot's architecture is not scalable to multicore architectures. For 99% of games and hobby gamedev's though it's good enough (just like Unity). Given enough time and funding Bevy will get there, but such performance is becoming more and more irrelevant every year tbh.
- echelon 3y agoBevy is getting better every quarter. If you're into Rust, you should check it out.
- LarsDu88 3y agoI am into Rust, and I did check out Bevy. I made a little demo WASM game called StarRust which you can play at the bottom of the page: https://dublog.net/blog/rust-2/ https://dublog.net/blog/rust-2/ TLDR: Bevy is in no ways ready for prime time. It's at least 3 years away from getting anywhere near where Godot 4.1 currently is and light years away from Unity in usability.