Wow, that IS a lot of new features! The rate at which they're* pushing out new releases is pretty incredible. * Technically I can say "we" since this release includes my first contribution! TBH, I...
Wow, that IS a lot of new features! The rate at which they're* pushing out new releases is pretty incredible.
* Technically I can say "we" since this release includes my first contribution! TBH, I think it barely counts (It's just a small documentation edit), but apparently it was enough to get my name in the contributor cloud at the end! 🥹
The release notes are very well done and illustrated with nice visuals for this release. It's an overwhelming amount of new features, and a lot of great stuff there. A few items that stood out to...
The release notes are very well done and illustrated with nice visuals for this release. It's an overwhelming amount of new features, and a lot of great stuff there.
A few items that stood out to me:
Offset transform of Control nodes - Looks good for GUI animations.
DrawableTexture2D for letting the player draw on textures.
One-way collisions are easier to do in 2D, great for 2D platformers.
Tons of editor improvements. Might have to relearn some stuff.
Built-in virtual joystick. Nice addition even though there were already a few community maintained open source solutions.
Some more progress integrating GDScript with Android APIs and Java.
Speaking amateur programmer to amateur programmer - absolutely. It has been worth it, I've been using it for years now. Though of course it probably depends on whether our definition of "amateur"...
Speaking amateur programmer to amateur programmer - absolutely. It has been worth it, I've been using it for years now. Though of course it probably depends on whether our definition of "amateur" is the same and what you hope to do with the engine. Happy to answer any wonderings you might have.
I used one of the community solutions for virtual joysticks for Cave Creeps and while quite happy to find something to bootstrap my game into touchscreen compatibility where I had none planned, I...
I used one of the community solutions for virtual joysticks for Cave Creeps and while quite happy to find something to bootstrap my game into touchscreen compatibility where I had none planned, I also wasn't totally satisfied with it. I needed to add in signals and struggled to get it quite right (there's still a critical bug where sliding the stick through the dead zone counts as releasing it IIRC). The native solution also has the "place stick where you put your thumb" option, a huge ergonomic improvement over static sticks.
All that is to say, I'm excited for the native solution and I'd like to retroactively implement it once I find the energy to resume dev. (I haven't even shared my second project with y'all yet and that's more or less done!)
wait, is that a three.js rendered animation developed from godot in that mast header? at first I thought it was a video, but looking at the source looks like its a canvas element with a three.js...
wait, is that a three.js rendered animation developed from godot in that mast header? at first I thought it was a video, but looking at the source looks like its a canvas element with a three.js embed??
Wow, that IS a lot of new features! The rate at which they're* pushing out new releases is pretty incredible.
* Technically I can say "we" since this release includes my first contribution! TBH, I think it barely counts (It's just a small documentation edit), but apparently it was enough to get my name in the contributor cloud at the end! 🥹
The release notes are very well done and illustrated with nice visuals for this release. It's an overwhelming amount of new features, and a lot of great stuff there.
A few items that stood out to me:
So as an amateur programmer, is godot worth dabbling in now?
Speaking amateur programmer to amateur programmer - absolutely. It has been worth it, I've been using it for years now. Though of course it probably depends on whether our definition of "amateur" is the same and what you hope to do with the engine. Happy to answer any wonderings you might have.
I used one of the community solutions for virtual joysticks for Cave Creeps and while quite happy to find something to bootstrap my game into touchscreen compatibility where I had none planned, I also wasn't totally satisfied with it. I needed to add in signals and struggled to get it quite right (there's still a critical bug where sliding the stick through the dead zone counts as releasing it IIRC). The native solution also has the "place stick where you put your thumb" option, a huge ergonomic improvement over static sticks.
All that is to say, I'm excited for the native solution and I'd like to retroactively implement it once I find the energy to resume dev. (I haven't even shared my second project with y'all yet and that's more or less done!)
wait, is that a three.js rendered animation developed from godot in that mast header? at first I thought it was a video, but looking at the source looks like its a canvas element with a three.js embed??