i kneel..
godot sisters...
This phonograph "reads" a rock’s rough surface and transforms it into beautiful ambient music pic.twitter.com/PYDzYsWWf8
— Surreal Videos (@SurrealVideos) March 3, 2023
Community-driven video game blog & discussion
i kneel..
This phonograph "reads" a rock’s rough surface and transforms it into beautiful ambient music pic.twitter.com/PYDzYsWWf8
— Surreal Videos (@SurrealVideos) March 3, 2023
what does this have to do with godot? Unity being a spyware company isn't new
>chudity
qrd?
>anti-mass spectrometer brought to 80 percent
>stage 1 emitters powered
>predictable phase arrays
>stage 2 emitters activated
>overhead capacitors brought to 5%
>small discrepancy detected
>actually well within acceptable bounds
>sequence sustained
>specimen pushed into spectrometer
>resonance cascade
now now anon is a highly trained shitposter he doesn't need to hear all this
>Unity is disclosing that less than 5% of our cash and cash equivalents are with SVB, not including any FDIC-insured amounts, and we expect minimal impact on our operations
while it won't impact operations, they effectively lost 5% of their tangible assets for no reason and since they're not FDIC-insured it's completely lost
how the fuck do you invest something without it being FDIC-insured anyways?
I think anything over $250,000 was not insured at SVB or something like that, so you are insured up to $250,000 but not above that, which is fairly low considering these are multi-million dollar operations.
That's just standard for a bank account
>doodoonity
GODOTCHADS WIN AGAIN
>uses it own language
Really?, I use unity because c# is like any other oo language.
Is godots language to use if u have a background in java/c#
it isn't
they're slowly slowly integrating c#, and i expect that to one day replace the dsl completely
ironically godot supports newer .net features now, thanks to unity's prolonged conflict over mono licensing
Fuck I hate C# (chud language)
should I drop Godot?
how is C# a chud language? just because microsoft is pozzed? also that guy is full of shit they aren't going to drop GDScript and you can still just use C or C++
just use gdscript
or C++
or literally countless languages that have bindings for godot
you can fucking write godot code in haskell
>Uses its own language
How is this a good thing?
Redpill me on Godot
Unity and UE are both well-known engines with good ways to provide mod support. Can Godot projects have same treatment?
short version, Godot is ridiculously open. The editor itself is technically a game written in Godot, it's that flexible
there are tutorials on youtube, check them out
I don't get anything about this big banking stuff
tech companies put money in the bank
the bank lost the money
the tech companies no longer have that money
>banks losing money
happens all the time doesn't it?
yes, but usually not enough to cause the bank to become insolvent
Fractional reserve banking. Basically banks aren't actually holding peoples money like they should, that is why bank runs are so dangerous, that is to say if everyone that had money deposited in said bank decided to all go withdraw all their money and it turns out the bank has nowhere near enough money in reserve to cover the amount everyone thinks they have sitting in the bank.
>Fractional
It's no longer fractional in the USA, now it's infinite, no limits.
Very true, everything is just made up numbers in a computer system at this point...they don't even have to bother printing the monopoly money.
I mean it literally
>In light of the shift to an ample reserves regime, the Board has reduced reserve requirement ratios to zero percent effective on March 26, the beginning of the next reserve maintenance period. This action eliminates reserve requirements for thousands of depository institutions and will help to support lending to households and businesses
https://www.federalreserve.gov/newsevents/pressreleases/monetary20200315b.htm
They literally can make as much as they want at any time, in 2020 alone they printed 35% of all the dollars ever printed made in the history of the USA
And yes, it's still active.
>As announced on March 15, 2020, the Board reduced reserve requirement ratios to zero percent effective March 26, 2020. This action eliminated reserve requirements for all depository institutions.
https://www.federalreserve.gov/monetarypolicy/reservereq.htm
Here's a graph:
https://fred.stlouisfed.org/series/M1REAL
https://fred.stlouisfed.org/series/M1SL
>less than 5% of cash and cash equivalents
So a literal fuck all of liquid assets lost. This is why businesses invest in fixed assets, money disappears often, especially when banks are involved.
Sex with Godette
agreed
it's over..
>invest an entire country's economy in play money
>all labor and production is represented by play money in an abstract system with no grounding in reality
>play money goes belly up
>in spite of the fact that this system has absolutely no connection to reality, reality is now going to collapse, causing untold misery and destruction
economics is a bigger meme than psychology
>finally a Godot thread
'k, will finally be able to ask some questions.
>Unityfag since 3.5, fed up with Unity's weight (editor taking age to update on code/asset change and literally fucking hours of "compiling shader variants" on build, mostly)
>nearly done with current project, vaguely ready to fight the sunk cost fallacy and change engine for the next one
>saw godot 4.0 being released
/blog
>new project will rely on having a shitton of monsters, all with very complex AIs
Can Godot handle *lots* of animated models, and can it crunch *lots* of calculations? Was about to use Unity's ECS specifically for the later, can Godot offer something equivalent in term of multi-threading and low-level compilation? Saw on some Godot video you could write directly in C/C++ too?
>graphics will be mid-poly cartoon/anime crap
Pretty standard, however I'm a sucker for *really* fancy & weird shaders, and Unity's Shadergraph refusal to do geometry shaders & multi-passes stuff is pissing me off (and 'manual' shader writing is buggy under URP). Is Godot better in that regard?
Also, how does it handle VR? I remember Unity struggling with it at first, in which state is Godot's? "It work" or "It's good"?
>multiplayers
It's tactical combat with hugely deterministic abilities, so I'm not worried about low tic rates nor need for fancy latency correction. Just need to be sure Godot's networking can handle *huge* amount of entities, even if each rarely need to send new data.
>details
Does it have any solutions for fluid physics/softbody/raymarching/etc? I will also need those, although I'm expecting to have to make them myself, asking just in case...
Unreal's new geometry virtualization thing also seems really juicy, but I won't have any use for it for this project so....
>Can Godot handle *lots* of animated models, and can it crunch *lots* of calculations? Was about to use Unity's ECS specifically for the later, can Godot offer something equivalent in term of multi-threading and low-level compilation? Saw on some Godot video you could write directly in C/C++ too?
if you need to do something where you're sure you need ECS, it's best to roll your own code (which can be done as a godot C++ module). Godot doesn't use ECS for game code, it only uses data-oriented design for things that critically need it like the renderer, physics system, audio system. You can create your own system in C++ (in Godot they're referred to as servers) that can organize your data from the scene tree in a way that makes sense to you and process it in a big ECS-style loop. You can also look into the Godex project which is a third-party fork that aims to do everything in an ECS way but I'm not sure where they're at with 4.0 compatibility.
Godot has its own shadergraph system, and you can also write GLSL if you'd prefer. Godot's renderer is a forward+ renderer so I'm not sure exactly if the information you want it exposed (compared to a deferred renderer).
Regarding the rest, I suggest you just try to prototype your next project and what you're expecting both in Unity and Godot before you commit to either and see if you can achieve what you want. You can always write your own modules in C++ if you find a feature lacking or missing (and open source it if you want).
Who will be the Toby Fox of Godot?
>delete unitycrashhandler64.exe
>block main executable
done. why are modern gamers so retarded
best thing that could happen to the game industry
>turdnity
>$CURRENT_YEAR