3 ms·
C# is a language but not a limiting factor to making a game. GDScript is for the most part fine to work with. Issues on other platforms is also something that w
by nusl 3y ago
C# is a language but not a limiting factor to making a game. GDScript is for the most part fine to work with. Issues on other platforms is also something that will improve over time. Unity has not shown good faith in the least.
- vunderba 3y agoI'm not so confident that it will be fixed. It's been a known issue for nearly a year now: "Godot 4's HTML5 exports currently cannot run on macOS and iOS due to upstream bugs with SharedArrayBuffer and WebGL 2.0. We recommend using macOS and iOS native export functionality instead, as it will also result in better performance."
- nusl 3y agoI've run Godot games on MacOS this week in a Chromium-based browser. Try some of the browser-based ones here; https://itch.io/jam/pirate/entries https://itch.io/jam/pirate/entries , eg https://tobble.itch.io/dungeon-cleaner https://tobble.itch.io/dungeon-cleaner
- vunderba 3y agoThese were probably built on Godot 3 which supports full web export. Additionally that game spins indefinitely on my iPad for which all browsers (including Chrome) are WebKit based. https://docs.godotengine.org/en/stable/tutorials/export/exporting_for_web.html https://docs.godotengine.org/en/stable/tutorials/export/expo... It's a known issue - Godot 4 web exports 100% do not work properly on MacOS Safari / iOS.
- filleduchaos 3y agoWhat they said was that they had run Godot games on macOS in a Chromium-based browser, which...does not contradict the listed export limitation at all. Why would that mean that the games were built on Godot 3?
- vunderba 3y agoShrugs. I don't know what you want from me. There were two links that were posted. The vast majority of Godot devs are well aware of the limitations around web export in Godot 4, and the Godot devs themselves have said that you are better off sticking to Godot 3 if your intent is to release an HTML5 game. That first link is a collection of web games (ostensibly in Godot). It would therefore be reasonable to assume that most of the developers behind those WEB BASED games were savvy enough to build them in Godot 3.
- filleduchaos 3y agoI feel like you are so focused on the fact that Godot 4 has web export limitations that you haven't realised that nobody is disputing that with you. An export limitation that affects Safari by definition does not affect Chromium-based browsers. Repeating that Safari is unsupported when someone explicitly asks/talks about Chromium-based browsers just sounds like you aren't really listening to what you're being asked. Also if you think developers knowingly releasing web apps (of any kind, not just games) that only work in one browser and/or straight up don't work on mobile at all is somehow remarkable, you might be very new to the web.
- vunderba 3y agoFind me a line where I disputed Chromium browsers on Macs can or cannot run Godot 4 based web games. I'm not sure why you are so hung up on this, the original point still stands. And that is Godot 4 is not currently web ready, and due to limitations upstream according to the Godot devs themselves, it is recommended to stick with Godot 3 until such a time. Furthermore, juvenile personal attacks are not appreciated (such as insulting comments like "you are very new to the web") and go against the spirit of HN. I'm done with this conversation because I feel like you are deliberately being antagonistic and are acting in bad faith.
- blurbleblurble 3y agoWebKit has awful SharedArrayBuffer memory leaks. Awful awful awful.
- mardifoufs 3y agoBut I think the weird part was that it was working okay in 3.5. In general c# support and cross platform saw regressions in 4.0 though it's slowly getting better as of 4.3