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Posts by Groud

And a lot of Godot itself was done on Linux too! So Linux support has always be very important to core contributors.

2 months ago 7 0 0 0

Bonne idée, je pense qu'il faudrait mettre de l'IA dans les BMS pour éviter que ça se reproduise. Je suis sur que ça pourra assurer que les batteries seront bien chargées comme ça.

2 months ago 1 0 0 0

Makes sense! I also wanted to add that the API basically didn't change. For most functions its about changing `my_tilemap.set_cell(layer_index, ...` by something like `my_tilemap_layer.set_cell(...`, all other args staying the same.
(TileMap uses TileMapLayers internally anyway).

2 months ago 0 0 0 0

They very likely won't be removed in any 4.x release. If we go 5.x at some point, it will probably be removed then (but it's not soon).

2 months ago 2 0 0 0

Ah, and just so you know. There's an "Extract layers as individual nodes" option in the top right of the bottom TileMap editor. That should simplify most refactors.

2 months ago 3 0 1 0
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Move TileMap layers to their own node · Issue #7122 · godotengine/godot-proposals Describe the project you are working on Godot Describe the problem or limitation you are having in your project As described in #6415, I mentioned that we may, at some point, move TileMap layers to...

Well, I changed it because the community asked for it. It is more in line with the Godot philosophy, is easier to maintain and simplifies a complex API.
(To be clear I would have rather called it "TileMap" again but could not for compatibility reason) See the proposal: github.com/godotengine/...

2 months ago 4 0 1 0
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Made a nomenclature about coding with AI.

2 months ago 3 0 0 0
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Hi guys,
There is a new #godotengine feature that allows you to customize the color of your controller. My controller does not support this feature, so I cannot record a video to show you. Does anyone have the right configuration and could record a video for this feature?

github.com/godotengine/...

3 months ago 66 7 4 2

Yet I wouldn't trust it to write good code in any way. It sometimes produces code that would not compile or is simply wrong.

3 months ago 0 0 1 0

I've been using copilot a bit to try it out. While I don't use prompting (I think writing code is easier for me than explaining what such code should do), I found its suggested auto-complete code very often right. Used that way, it saves me a loooot of time.

3 months ago 1 0 1 0
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There's just a few more days left to secure yourself a Drillbert plushie! 🙏✨
Bring our favourite mining friend to life here:
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4 months ago 5 2 0 0

Oh! That's something I had the idea to tackle someday but never had the time to!
I'm so happy you implemented it, it's such an obvious UX improvement. Good job!

5 months ago 1 0 0 0

Hat off for such a quality pun! 👌

5 months ago 1 0 1 0
Screenshot of the Godot editor with darker backgrounds in docks.

Screenshot of the Godot editor with darker backgrounds in docks.

Made a small proposal about the new Godot editor theme: add darker backgrounds to scrollable parts of the docks.
github.com/godotengine/...

5 months ago 3 0 0 0

I have an integrated AMD GPU and a dedicated nvidia one on Arch Linux. It's a PITA. The topic is quite complex already, and is made even more complicated with the open source vs proprietary drivers situation. I am a bit annoyed by the situation there tbh...

6 months ago 1 0 1 0

I am pretty sure those bumps are simply due to the project leads asking people to star the project (on Twitter).
A thing that was not done around 4.0, IIRC.

8 months ago 1 0 0 0
Add a scene painter tool · Issue #12945 · godotengine/godot-proposals Describe the project you are working on Godot Describe the problem or limitation you are having in your project Populating a scene in specific patterns/grid, or simply placing many instance of a gi...

Made a proposal to implement a scene painter tool in Godot, if anyone has feedback/ideas: github.com/godotengine/...

8 months ago 3 0 0 0
🚨 Built entirely in VR, no PC required, using #GodotEngine. Yes, it’s real! A game made inside the Godot XR Editor on Meta Quest.
💡Watch now on youtube #GameDevelope

🚨 Built entirely in VR, no PC required, using #GodotEngine. Yes, it’s real! A game made inside the Godot XR Editor on Meta Quest. 💡Watch now on youtube #GameDevelope

🚨 Built entirely in VR, no PC required, using #GodotEngine. A game made inside the Godot XR Editor on Meta Quest. Learn how Logan Lang and David Snopek made it with just a headset and the power of open-source tools on a game jam! 
Watch now #GameDeveloper: https://www.youtube.com/watch?v=6RE8KuCspqw

8 months ago 21 4 0 1
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Two years after the Unity controversy, how are things going with Godot? Two years ago, Unity's missteps prompted a wave of interest in the open-source Godot engine. Here's what happened next.

#GodotEngine keeps evolving! At W4 Games, we back its growth and offer pro services to bring your game to PC & consoles. Check the article at GamesIndustry to see what’s next for the engine.

8 months ago 37 8 0 0

RGB fans on your computer

9 months ago 9 0 0 0

I'd say it's a mix between the two. The core of the engine and what people like about it will likely not change. But users opinion is taken into account.
The general idea is that the community kind of drive the engine in a direction, but maintainers (those doing the work) always have the last word.

9 months ago 1 0 1 0

On the contrary, pointing out a specific issue in your project, and what possibility is missing has more chance to grab attention. Yet the solution to your problem might not be implemented the way you want it exactly. (For many different reasons up to maintainers)

9 months ago 0 0 0 0

I'd say proposals made by maintainers (or contributors who discussed with maintainers). Proposing a large rework of the engine without fully understanding its design, and making sure it was implementable and maintainable has little chance to be accepted.

9 months ago 0 0 2 0

Indeed. The problem is how much maintenance work they require compared to how much they bring. Small UX improvements here and there often lead to small hacks everywhere, so you gotta be careful. Unless we have contributor time/money to do things properly indeed.
It's always a value/cost balance. :)

9 months ago 2 0 0 0

Yeah that's fair. passivestar also exposed similar arguments. TBF, I have no strong opinion on the question, whether it brings a lot of value seems debatable to me. But since someone can maintain it as it's sponsored, I'd say it's acceptable.

9 months ago 1 0 0 0
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Yet when it's a feature Unity has, people claim we hate Unity instead. 🤷 It's just not true.

9 months ago 2 0 0 0

I mean, it's up to you to claim it's a problem or not (and defend such proposal). But saying the team didn't want the feature because it came from Unity is absurd. Many feature get a push back for the exact "problems comes first" reason.

9 months ago 2 0 1 0

Right. That's a pretty minimal annoyance IMO, but I guess it's a sufficient justification for adding it.
I think it was done in the end because someone paid for it, otherwise it would not have been considering how complicated this is (embedding a windows into another is complex).

9 months ago 2 0 1 0
Best practices for engine contributors Introduction: Godot has a large amount of users who have the ability to contribute because the project itself is aimed mainly at users who can code. That being said, not all of them have the same l...

That's not what I said. I said "it wasn't solving a clear problem". This is the important part. The problem has to come first, not the solution. And when you bring in a feature without assessing how important / common is the problem it solves (if any), then you end up with bloat. To read more:

9 months ago 2 0 1 0

Yeah I mentioned that in the next posts. But that's quite a good example of people wanting a feature "just because Unity has it". I think many contributors didn't really want it, myself included, as it was not solving a clear problem.
But well, the Unity crowd was loud and someone paid for it. So 🤷

9 months ago 3 0 3 0