6 ms·
Vulkan Progress Report #5
- rcarmo 7y agoThis is looking really nice. I'm a bit sad that Godot crashes on my kids' MacBook Air (apparently there's a bug in the URL filtering subsystem that takes down the entire OS when Godot tries to reach its library - see https://github.com/godotengine/godot/issues/24890 https://github.com/godotengine/godot/issues/24890 for details)
- mkl 7y agoThat's kind of terrifying. It's hard to understand how that could be possible in a modern OS.
- pavlov 7y agoApple’s code quality is way down. The OS has become more complex and distributed due to ambitious projects like userspace drivers and the separate “T” CPU that manages Touch Bar and security functions; yet they don’t seem to invest in stability versus churning out a release every autumn, damn the bugs and torpedoes. For me, Mojave on a 2017 15” MBP crashes hard about once a week. I remember Windows 98 being roughly as stable. It’s immensely disappointing.
- Havoc 7y ago>For me, Mojave on a 2017 15” MBP crashes hard about once a week. That's insane. Think I've seen one crash on my windows machines this year
- reddotX 7y agosame with Ubuntu, it's rock solid
- foepys 7y agoMy Windows PC at work didn't have a working start menu and task bar for about 3 weeks. Since the newest update I can at least use them now but search is still broken. It's a known bug and the only workaround right now is to re-enable Bing search in the start menu which I cannot do due to company policy. Windows is just as bad.
- jammygit 7y agoMy father in laws windows laptop doesn’t crash, but slows down so much it’s unusable every windows update. He gave me his laptop to fix it recently and it took 6 hours to get the update through before it sped up again. We’re buying him a used MacBook now
- hu3 7y agoAbout 20 coworkers use Windows 10. Only one crash in 2 years.
- skohan 7y agoFWIW I'm also running Mojave on a 2017 15" MBP and I can't remember the last time it's crashed. It's probably been months since I even restarted it.
- p0nce 7y agoIf you use all 3 desktop OS, it doesn't take very long to notice macOS has the worst code quality.
- Yuioup 7y agoFor me, Apple in 2019 is a has been.
- microcolonel 7y agoApparently they fixed a UAF there in the last release of macOS, then introduced a double free in the same file in the next release.... and they still haven't fixed that either. Apple are negligent, and they hope their customers are stupid or loyal enough to think they're doing their best.
- dkersten 7y agoLatest iOS and iPad OS are the buggiest of any operating systems I’ve ever used...
- Razengan 7y agoWeirdly, iOS has been pretty smooth for me (despite a one or two embarrassing bugs, like Smart Invert barely working for long), whereas the state of Catalina on release is a cause of concern..
- dkersten 7y agoI exaggerated, for sure, but I have been encountering a ton of bugs. Off the top of my head, cropping screenshots often doesn't actually crop them (I have to do it from the photo gallery instead), on iPad OS, the dock icons for open but backgrounded apps often stops working, I've had apps crash (especially Safari), generally buttons and things not working. Stuff like that. I haven't actually used catalina, so can't compare.
- chongli 7y agoI guess you weren’t around in the 90s. I recall the times when a single application bug would bring down the entire operating system, forcing a reboot. Ahhh, those were the days!
- infogulch 7y agoThose days are today again, that's exactly what the root commenter describes.
- rajasimon 7y agoIt's still not stable. I see lot of lagging when I click the online Godot asset library and the Editor itself goes to Not Working state when I tried to close it.
- dynamite-ready 7y agoGodot is one of the most awe inspiring open source projects out there. It's vast, but yet so well documented, user friendly, and incredibly well maintained. If you're thinking about using Unity for something, but was weary of the business model, Godot will surprise you.
- worldsayshi 7y agoI don't understand how the development is financed. Is it just a hobby project?
- nrjames 7y agoIt’s supported through Patreon.
- worldsayshi 7y agoAh, yeah. Found this now(1). Awesome to see when open source financing actually works. And amazing that two full time developers (and non paid open source contributors) can compete with the financial muscles of Unity. (1) - https://www.reddit.com/r/godot/comments/b0fqoy/godot_financials/eieex7l/ https://www.reddit.com/r/godot/comments/b0fqoy/godot_financi...
- mattigames 7y agoMost commits are from unpaid contributors: https://github.com/godotengine/godot/commits/master https://github.com/godotengine/godot/commits/master My guess is that a lot of it comes from companies using Godot fixing bugs that affect them, plus hobbyist as well.
- rkachowski 7y agoI believe there is a lot of financial support from gambling / casino gaming companies - where the entire source code is required for auditing purposes, and solutions like Unity are just unsuitable given this constraint.
- willis936 7y agoOne of the hopes of Vulkan on Godot is a higher performance API on mobile. Apple is a sticky company to develop for and it isn't practical to have direct support for metal, but moltenVK might allow for vulkan based games to run on it. If this abstraction really is possible then vulkan seems to be an excellent choice for supporting multiple platforms. I'm nervous about it happening until I actually see it happen. There is also not very much discussion on this front, even though it must affect many people trying to make games for mobile.
- Razengan 7y ago> Apple is a sticky company to develop for and it isn't practical to have direct support for metal Why is it not practical to have direct support for Metal? Honest question. You get access to a market of over a billion devices across desktop, phone, tablet and TV, with iPhones and iPads having some of the best graphics performance in their class. Even more important for developers, Apple platforms generally have a much higher percentage of users on their latest OS versions than Android etc. Why wouldn't you want to get the most out of that by using their native API? You can get pretty far just by adopting SpriteKit/SceneKit which use Metal under the hood. 3D is outside my ken so I haven't measured the performance for that, but for 2D even my sloppy pet project [0] could update 3000+ sprites every frame at 60 FPS on the 2 year old iPhone X. You can even mix in SwiftUI without affecting game performance! (that I can tell so far.) [0] https://github.com/InvadingOctopus/octopuskit https://github.com/InvadingOctopus/octopuskit
- willis936 7y agoThis is not a question for me. It's a godot decision. They seem to know what they're doing and have claimed that platforms that use metal are "not used very much". https://godotengine.org/article/abandoning-gles3-vulkan-and-gles2 https://godotengine.org/article/abandoning-gles3-vulkan-and-...
- Razengan 7y agoThey talk about macOS, "a platform not used very much" (despite there being over a 100 million users the last time someone counted), not "[all] platforms that use Metal" which also includes iOS/iPadOS and tvOS. > Still, the lack of support on macOS made it unappealing. Having to write a Metal backend to support this OS is a lot of effort for a platform not used very much. It seems with MoltenVK, Vulkan would use Metal anyway? > MOLTENVK GOES OPEN SOURCE > However, today, in a completely unexpected turn of events, it seems Valve has found an arrangement with the developers of MoltenVK (the commercial and proprietary Vulkan over Metal wrapper), ported Dota 2 to it, and got it open sourced. > It seems to be a mostly complete Vulkan implementation that runs on macOS and iOS. This pretty much lifts the only barrier we had for moving Godot to it.
- dx87 7y agoI've been messing around with Godot for a hobby project over the past week, and I've been pretty impressed with it so far. After using it for a bit, I think it'd be interesting to see more non-game applications written in the Godot engine. It's simple to export your project to other platforms, and being a game engine, it has all the graphical customization the web devs say they use electron for. The built-in Godot IDE is actually built with Godot. Another benefit is that it has a C compatible API, so it's fairly simple to write CPU intensive tasks in a more performant language and call them from the included scripting language.
- skohan 7y agoI've heard of people using Unity for cross-platform apps, and it seems absolutely crazy to me. I mean, if they have some really clever modularization which would allow you to skip shipping all the "game engine" components then maybe this would make sense, but if people don't like shipping electron apps because of how heavy Chromium is, then shipping a physics engine and a PBR renderer inside your "ToDo" list app seems absolutely bonkers.
- blarg1 7y agoI gave up on godot (for now) because it lacks basic math functions like mat4/vec4 operations and access to the projection matrix in the camera. Switched to unreal, but it's taking way me way longer to figure out.
- skohan 7y ago> it lacks basic math functions like mat4/vec4 operations Really? A game engine without linear math built in is like a web framework without JSON support.
- blarg1 7y agoIt does have vec3, mat3, mat3x4 and the camera does have things like raycasts. It's been a few months since I tried godot so I forget all the missing math stuff that made me give up, but I remember there were a bunch of small annoyances due to the lack of mat4/vec4 like unable to use homogeneous coordinates
- skohan 7y agoYeah it's pretty hard to do real 3D work without homogenous coordinates. Seems like a huge oversight.