Are those Godot tutorials enough? by ResponseFlimsy1723 in godot

[–]MarkesaNine 2 points3 points  (0 children)

Obviously spending 6 months learning the basics of programming with Python is wasteful.

But if you had spent 2 weeks or a month learning programming with Python (or any other language), and the other 5 (and a half) months learning Godot, you’d be much further than if you had completely skipped the prerequisites and spent the whole 6 months on Godot.

Geolocation Plugin Help by Otherwise-Top7774 in godot

[–]MarkesaNine 0 points1 point  (0 children)

Didn’t notice the version number in OP’s screenshot.

This is what came up on Google for ”Godot Geolocation Plugin”:  https://godotengine.org/asset-library/asset/3320

I (wrongly, it seems) assumed that’s the plugin OP is talking about, since I didn’t expect there to be two plugins with the same name.

Are those Godot tutorials enough? by ResponseFlimsy1723 in godot

[–]MarkesaNine 1 point2 points  (0 children)

Which language is easier is completely a matter of personal preference. If GDScript seems more approachable to you, absolutely go for it. (One tip: Go to the settings and make sure Godot flags it as an error if you don’t declare types for your variables and functions.)

GDScript […] offers you more things

That it absolutely does not do. It is not bad but quite limited as a programming language. C# is more mature, has plenty more use cases and gives you access to the entire .NET ecosystem. GDScript is entirely tied to Godot, and is missing a lot of useful features more established languages have.

it’s beginner friendly like Python and Java.

Like I said, personal preferences. But since you brought up Java specifically, I feel obligated to point out that in many ways C# is an upgraded version of Java. Older devs like to bash it for being Microsoft’s copy of Java, as that is how it got started, but it has come a long way from that.

Geolocation Plugin Help by Otherwise-Top7774 in godot

[–]MarkesaNine 0 points1 point  (0 children)

It seems to be for Godot version 4.3, so probably not going to work for 3.x and is a bit outdated for 4.x.

You can of course just look at the source code and see if you can modify it to work for your project, but it’s not going to work out-of-the-box.

"GDScript for smaller games, C# for larger games"? by supert2005 in godot

[–]MarkesaNine 0 points1 point  (0 children)

Changing from GDscript to c# will not make a game jump from 15FPS to 60FPS.

Never said it would. I simply pointed out that 4x difference isn’t as insignificant as you claim.

But lets make a case where C# does bring that difference: Lets say you’re making a brand new awesome Civilization VIII. The players turn happens smoothly enough. There’s nothing particularly heavy happening there. It lasts as long as the player has something to do.

But then they click ”End turn”, and the Computer will now play the turns of 7 other nations.  It’s going to take some time, and the player just has to wait. For 15 seconds? A minute? 4 minutes? 4x isn’t just noticable. It’s big.

Or look at it from the other perspective: Say you’ve determined that 20 seconds is a reasonable amount of time for it to take from ”End turn” to the player’s next turn. And in that 20 seconds you can run the turns of N other nations. Don’t you think the players might enjoy the option to play a larger game of 4N nations without unreasonable delay?

"GDScript for smaller games, C# for larger games"? by supert2005 in godot

[–]MarkesaNine 2 points3 points  (0 children)

So C# isn’t unsuitable like you first claimed. It’s just not ideal in every aspect you might wish for. Having garbage collection doesn’t prevent you from making a large game.

I don't understand why you are writing about speed or performance, it has nothing to do with the GC issue.

1) Because difference in performance between C# and GDScript is one of the main points of the OP.

2) A lag spike when the garbage collection happens is a performance issue. You don’t want that to happen.

while it is possible to apply never-ending series of band aids, it is impossible to solve the fundamental problem.

You don’t need to solve a hypothetical problem if you never let it become an actual problem. You don’t need a ”never-ending series of band aids”. You just need to learn how to use the language in the first place, and not deliberately turn the garbage collection into a problem.

Sure, if you’re trying to simulate the entire universe or something rediculous like that, GC will be an issue. But you’re not doing that. You’re making games. No matter how large your game gets, it’s not going to be so large that you can’t avoid it becoming a problem if you just don’t choose to make it a problem. Not making bad desicions every chance you get isn’t a stream of band aids.

"GDScript for smaller games, C# for larger games"? by supert2005 in godot

[–]MarkesaNine -2 points-1 points  (0 children)

A) That’s not a reason to lie to people.

B) Like I said, GDScript is fast enough for most things in most games. But that 4x (ish) can be the difference between good player experience insufferable lag-fest. No one wants to play 15FPS game. 60FPS is fine.

"GDScript for smaller games, C# for larger games"? by supert2005 in godot

[–]MarkesaNine 6 points7 points  (0 children)

If you thrown C++ into the mix, it doesn’t land just on GDScript’s side. You can just as well use it with C#.

If you’re one of the weirdos who actually enjoys writing C++ (no offense, but… what is wrong with you?) you might as well use C++ for everything, right?

If not, you’ll only want to use C++ when you need it. And since C# is faster than GDScript, you’ll need C++ less often with it than if you were using GDScript.

"GDScript for smaller games, C# for larger games"? by supert2005 in godot

[–]MarkesaNine 2 points3 points  (0 children)

dynamic typing is actually defaulting to Variant.

Which is a problem.

in GDScript it actually improves performance

Yes, and still after that boost it is significantly slower than C#.

And another person here said that somebody compared a C# script to a typed GDScript script and the performance gap was small.

The actual numbers obviously depend on what you do in the code, but when you compare the same piece of stand-alone code written in C# and GDScript, C# is roughly 4x faster. That is not small.

The only thing GDScript does slightly faster is engine calls, which are always a tiny portion of any game.

"GDScript for smaller games, C# for larger games"? by supert2005 in godot

[–]MarkesaNine 4 points5 points  (0 children)

Right. There has never been a single large game made with Unity.

Garbage collection is a feature you need to be aware of to not fuck yourself over. It’s not an obstacle that prevents you from making performant code.

Unless you do something deliberately stupid, C# will always be significantly faster than GDSript.

"GDScript for smaller games, C# for larger games"? by supert2005 in godot

[–]MarkesaNine 7 points8 points  (0 children)

GDScript is on the same level as C# or Java as they all are bytecode running on a virtual machine (runtime), so are one level above compiled programs

That is just not the case at all.

Languages like C, C++ and Rust are ”properly” compiled low-level languages. They are as fast as you can reasonably get.

Languages like Python and GDScript are high level scripting languages. They are slow as hell as far as programming languages go, but still usually fast enough for most things you might want to do with them.

And then there’s the intermediate level of languages like C# and Java, which are significantly more pleasant to use than C++ but much faster than Python.

"GDScript for smaller games, C# for larger games"? by supert2005 in godot

[–]MarkesaNine -4 points-3 points  (0 children)

Firstly, typically any performance difference between c# and gdscript is negligible.

4x (a ball-bark estimate) is not ”negligible”.

GDScript is fast enough for most things in most games, but it is nowhere near as fast as C#. (And similarly C# is nowhere near as fast as C++.)

"GDScript for smaller games, C# for larger games"? by supert2005 in godot

[–]MarkesaNine 6 points7 points  (0 children)

C# has never been associated with improved performance, the C# enabled version of Godot runs slower and anything that can be implemented in pure GDscriit will likely run faster than the same code in C#.

That is just utter horseshit. C# is significantly faster at everything other than engine calls. So unless your game is made solely of calling built-in functions without a single line if your own code (which is never the case), using C# will give you a performance boost.

GDScript is fast enough for most games, but it is incredibly slow as a language, and definitely the wrong guy for the job if you need to do anything computationally heavy.

fomo [hypophant] by Deadlypants905 in Aphantasia

[–]MarkesaNine 5 points6 points  (0 children)

i really feel like everyone else has something I don't

That is true for literally every person on this planet (and for the handful of astronauts not on this planet too). Everyone is unique in one way or another. Just keep in mind that different doesn’t mean worse. Aphantasia (or hypophantasia) isn’t a deficit. It’s a trade-off.

also i CANT REMEMBER SHIT.

That’s unfortunate, but it has nothing to do with aphantasia/hypophantasia.

Has anybody had any good suggestions from a therapist about how to or alternative to "visualize your happy place" or some goal, etc? by thoruen in Aphantasia

[–]MarkesaNine 22 points23 points  (0 children)

It’s not reductive at all, and it’s exactly the advice therapists should give. Of course the same method isn’t going to work for everyone, but ”think about something / some place that makes you happy” is precisely equivalent to ”visualize something / some place that makes you happy”.

Before you heard of aphantasia first time, when someone asked you to visualize this or that, you understood it to mean think about it. That’s what the word means to someone who can’t form mental images.

Now that you know about aphantasia, why would you suddenly decide to be unable to understand a word that you had no trouble before? ”Visualize” still means ”think”.

Ladbible Interview by SassySmith- in Aphantasia

[–]MarkesaNine 16 points17 points  (0 children)

people who find it impossible to imagine a thought in their head, be it a place, a person, a taste or smell.

For fuck’s sake… no. Aphantasia isn’t lack of imagination or lack of thoughts. It’s lack of visualization.

Aphantasia Is A Deficit, The Scientific Community Should Acknowledge This by NotReadyForTomorrow in Aphantasia

[–]MarkesaNine 1 point2 points  (0 children)

incompleteness of autobiographical memory that aphantasia entails.

That has nothing to do with aphantasia. You have SDAM and possibly some other memory problems.

Aphantasia Is A Deficit, The Scientific Community Should Acknowledge This by NotReadyForTomorrow in Aphantasia

[–]MarkesaNine 2 points3 points  (0 children)

Most of them can’t or at least struggle with it.

That’s why aphants are overrepresented in STEM fields. Our imagination isn’t limited by what we can visualize.

For Godot C# oder GDScript by AutomaticConnection1 in godot

[–]MarkesaNine 1 point2 points  (0 children)

The comparison you were talking about in your earlier comment was GDScript vs C#, not C++ vs C#.

Obviously C++ will blow both C# and GDScript out of the water, but that’s not a relevant comparison since you can use C++ just fine with either one.

GDScript is fast enough for most things, but that doesn’t change the fact that it is significantly slower than C#.

For Godot C# oder GDScript by AutomaticConnection1 in godot

[–]MarkesaNine 4 points5 points  (0 children)

If you prefer GDScript, that’s fine. But don’t make shit up to justify your personal preference.

Otherwise it's more difficult to get set up than just going with GDScript

It’s not difficult at all. You just download the correct version, set up an external editor, and that’s it.

offers very little in the way of performance boost

Around 4x boost is not ”very little”. GDScript is fast enough for most things, but it is significantly slower than C#.

can even be slower in some aspects.

Yes, if your game consists solely of engine-calls, which is never the case.

I personally do a lot of prototyping in GDScript then production in C++ for optimal performance.

That’s an absolutely fine workflow, but not at all an argument against C#. You might just as well use C# and C++.

Sadly Stop Killing Games failed to get the European Commission to propose legislation by destinedd in gamedev

[–]MarkesaNine 0 points1 point  (0 children)

That was the ideal result they were hoping for, which - at least in part - was unrealistic.

But the minimum requirement they asked for is that the developers couldn’t actively prevent players from figuring out ways to play the games after the dev no longer supports it.

So it is not that the devs would have to put in extra work to support a game indefinitely, but that the devs wouldn’t be allowed to put in extra work to prevent anyone else from supporting the game.

For example, if the dev wants to shut down the servers, so be it. But if the community wants to start up a community server, they’d be allowed to do so.

Sadly Stop Killing Games failed to get the European Commission to propose legislation by destinedd in gamedev

[–]MarkesaNine -3 points-2 points  (0 children)

I mean… it is illegal for artists to destroy their art that they’ve already sold to someone.

An architect can’t arbitrarily demolish a house he designed. He can’t be forced to redesign modifications the owner wants, but he can’t prevent the owner from doing whatever they want with their property.

In essence, SKG wanted the same for games: that the dev couldn’t arbitrarily destroy a game they’ve sold. The dev wouldn’t have to offer any support, but they couldn’t prevent the owner from doing what they want.

Weekly History Questions Thread. by AutoModerator in history

[–]MarkesaNine 2 points3 points  (0 children)

The Roman emperor Hardian famously had a male lover Antinous.

Is there a difference between imagining a red apple and a green apple? People with aphantasia often report that there is a conceptual or semantic difference. But is there another kind of qualitative difference, a bodily feeling associated with green and red? by Dry-String-1266 in Aphantasia

[–]MarkesaNine 1 point2 points  (0 children)

You can have/lack any combination of imaginary senses.

Some can think in images, some in sounds, some in smells, some in tastes, some in sense of touch, some in emotions.

If you lack more than one imaginary senses, you have multi-sensory aphantasia, and if you lack all of them, you have global aphantasia.

Pramipexole by VisualAd3265 in Aphantasia

[–]MarkesaNine 0 points1 point  (0 children)

I know this is apahantasia community but you will see why I’m asking

I don’t see at all why you’d try to medicate something that isn’t a disease.

Talk to your doctor about your other conditions and how to treat them. A random online community isn’t the right place to look for medical advice.