@ctietze I switched to using ultra scroll earlier this year, and it solved all my pixel scrolling problems.
@ctietze I switched to using ultra scroll earlier this year, and it solved all my pixel scrolling problems.
@MouseByTheSea @sinbad @gilesgoat @klord @psychicparrot42 as to why Godot doesn't handle consoles as part of the core, they cover various reasons here. https://godotengine.org/article/about-official-console-ports/
To the original point, it's silly this is needed - but at least there are viable options now, which didn't exist 2 years ago.
@sinbad @MouseByTheSea @gilesgoat @klord @psychicparrot42 yeah, agreed that can get fiddly; it would be so much easier if console manufacturers dropped the barriers.
Out of interest, do you know how Epic juggles their open/proprietary branches?
@MouseByTheSea @sinbad @gilesgoat @klord @psychicparrot42 oh, indeed - I think they used to only do full ports, but last year they started providing console versions of the runtime, so you're able to do the port yourself (e.g. like Unity). From the link, it starts at $800 a year.
@MouseByTheSea @sinbad @gilesgoat @klord @psychicparrot42
Godot itself is purely open-source, MIT licensed, community supported. The link above is commercial entity, supported by Godot-devs, that provides exactly what you describe - e.g. a licensed developer channel that gives non-open-source console ports.
@sinbad @gilesgoat @klord @psychicparrot42 indeed, it’s very silly.
On Godot specifically, they added support for consoles last year through a sister company, and a commercial license.
@psychicparrot42 just checking you’re aware of the ‘official’ console support they announced last year. https://www.w4games.com/w4consoles
It’s the same setup as Unity, but significantly cheaper.
@sinbad I’m old enough to remember they made a TV mini-series.
This was the first trial project I used 10x editor by @stewartlynch8. After a few hours of working with the editor, I felt that I need this in my life, so I became a paid subscriber way before v1.0 versions.
I really don't plug software often, but I'm very satisfied with this particular one, so I'm plugging for it: https://10xeditor.com. Working "go to definition" and lightning fast search across all files should be standard for all editors, but isn't. Well worth the asking price!
@SonnyBonds @sinbad @MouseByTheSea I think you can point CLion at most build systems these days. I’m using it to build Godot, which is SCons-based, for example.
@Paragrimm ooh, that’s interesting - I’ve not seen that approach before. I guess this solves the ‘root node inheritance’ problem by moving the API layer off the root.
@mezz oh, that’s a clever idea. 👍
@idbrii which naturally leads to writing some custom infrastructure - e.g custom Entity/Component nodes to inherit from to reduce foot-guns. This raises other challenges:
- Should Entity inherit from Node2D or Node3D?
- Should the Entity be at the top of the hierarchy?
- How best to handle rigidbodies - normally they would be at the top.
- etc
All relatively minor, surmountable things. But for me, it makes it tricky to build an Entity/Component system out of nodes that feels 'tidy’.
@idbrii Off the top of my head, assuming you want a clear distinction of ’Entity' and ‘Component’, various minor friction points:
- If an Entity has other nodes, in the editor it's weird to have sub-components and sub-nodes mixed together visually.
- Quick/typesafe ‘GetComponent’ from an entity.
- Sending a message from an entity to its components (without wiring signals).
- Conceptually mixing in vanilla Godot nodes like MeshInstance.
- Avoiding footguns (adding a component to a component, etc)
@playmedusa @bbbscarter Indeed, Unity’s component implementation has its issues. In my experience it works fine for 90% of things, and the last 10% requires hackery.
Godot has many improvements to some of these - it would be nice to combine both.
@clayote @bbbscarter Interesting - thanks!
I’m personally less of a fan of ECS than generic components - ECS tends to be quite opinionated, and fits less well with the way I think, but that’s a personal preference.
@midnightspire Ah, thanks for clarifying. That’s certainly strange and unintuitive behaviour.