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I've been playing around with Godot for the past few months and as someone new to gamedev, it's been a really good experience. Wrapping my head around some game
by sosborn 1y ago
I've been playing around with Godot for the past few months and as someone new to gamedev, it's been a really good experience. Wrapping my head around some gamedev-specific concepts has been tough, but that would be true regardless of the tooling.
- reactordev 1y agoSpend some time learning blender too, you’d be surprised at how much overlap in concepts there are. Texture mapping, models, camera, positioning, it’s all the same.
- sosborn 1y agoFunny you say that - my recent forays into blender have started bearing fruit and I'm sure it's because of what I learned in Godot. Previous attempts were not successful at all.
- reactordev 1y agoIt's all a feedback loop... Crazy things can be done once you learn it though. It's just math underneath. You don't need to know the math per se but understand what's going on under the hood, what is "world coordinates" vs "local coordinates" vs "device normal coordinates". What is a material, a texture, a light source (how many can I use at once in a single pass?), what is a pass?, what is culling, what is a face, index, weight, or bone? All 3d programs, whether it's 3DS Max, Maya, Blender, Unity, Unreal, Three.js, all share a pretty similar concept of these things. Some abstract it further into just a buffer (vulkan, metal, wgpu) that you can do with as you please on the gpu side. I had some fun just the other day making earth (again) in three.js (https://gabereiser.github.io/earth https://gabereiser.github.io/earth) with physically accurate shaders. Once you learn, it's actually really fun.