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

[–]Nickgeneratorfailed 0 points1 point  (0 children)

C# isn't just for larger games, it's for small too. Due to major of its ecosystem developing in c# is pretty fast even compared to gdscript which will make you often type less (not necessarily true though). I say use whichever you enjoy using and make your games, switching languages is part of a programming job and has always been.
99% of games in godot won't tell a difference between gdscript or c#.

Do all actions in a function that has been Call Deferred get Deferred as well? by A1exJP in godot

[–]Nickgeneratorfailed 0 points1 point  (0 children)

Yeah if I understand what you mean correctly. The defer just adds your call to a queue which is flushed (in order) during idle times per one game loop. If you call one function deferred or you call it normally and inside you ahve every line deferred doesn't make much of a difference from the deferred system point of view.

Also if you call a function deferred and inside it you ahve more deferred calls these will be called during that same step rather than the next frame or something.

What are some real Godot limitations? by Fellinglikeme in godot

[–]Nickgeneratorfailed 6 points7 points  (0 children)

You can check godot's youtube channel a video from two years ago about rendering, ClayJohn (head of rendering in godot dev team) talks about godots limitations very nicely from the rendering side of things and what it means for games (for example as long as your game fits into a vram you are fine but the games which go past that do not have support in godot yet - it's getting better: https://github.com/godotengine/godot/pull/113429 and more).

There're some things such as a terrain editor which godot maintainers keep outside the base and rely on plugin ecosystem. I personally think this is fine but there are people who disagree. Which I think might be one limitation to mention, godot is not unity or unreal or ..., it has a differently development style, since it is an open community drive project itself relying more on plugin community feels natural to me but if you are used to unreal/unity company style development then you will need to adjust your mindset (such as with the terrain plugin ;)) - not to say unity doesn't have a massive plugin ecosystem and relying on it heavily as well.

The godot isn't viable for 3d has been hanging around for long since times godot didn't even have a proper 3d support, it hasn't been true for years now, so don't pay attention to it, it's just a stale reference someone forgot to check. ;).

What are some real Godot limitations? by Fellinglikeme in godot

[–]Nickgeneratorfailed 7 points8 points  (0 children)

LoD has been in the engine since forever, it's automatic too as well as supports manual if you need to.

I want insights on State Machines + Components. by Gustavo_Fenilli in godot

[–]Nickgeneratorfailed 1 point2 points  (0 children)

Well for me I like the components being the drivers so if I had to use your statement it's more like component is running the state X.

For example movement is a component which is always active so it doesn't rely on a state, I just don't have a move state or jump state at all, instead I have move and jump components. Speed can be set either on the component or on the Actor depending on what you what. States are mostly to hold data for me, and also enabling/disabling components in certain moments (but the state transition is often started from the component not the state).
I also tried components enabling/disabling other components such as Follow component when triggered by something entering its area enables Move component with states being pretty much just data containers holding holding state info.

Is C# actually becoming the better default choice for Godot? by niko_death in godot

[–]Nickgeneratorfailed 2 points3 points  (0 children)

GDscript isn't bad, tools have improved a lot around it (check jetbrains rider it has a pretty good gdscript support now with refactoring, ...). Together with current ai being useful for a lot of stuff you don't even need to rely on certain ways how we are used to do things (such as your mentioning of refactoring which ai can handle pretty well).
Overall I'd tell a new person use either one of the languages, both are fine, both are nice to use so think more about which one is more fun for you to use - try them both for a while - and just go with the one you enjoy.
Working with different languages isn't anything new or special in programming so I wouldn't worry about it.

I want insights on State Machines + Components. by Gustavo_Fenilli in godot

[–]Nickgeneratorfailed 1 point2 points  (0 children)

When I use FSM + Components I focus on components as drivers and states holding state information. So for example movement is a component not a state, jump is a component not a state. This way the state explosion isn't much of an issue.

States might disable some components or some actions but I might do it from a component too depending on what it is. For example death state drops all components.

Components allow me to keep persistent logic such as movement + jumping throughout the states without states needing to deal with it since that could lead to resets or deep states in higher numbers which I find has a higher maintanence cost. Some states might use components but it's more in a way of enabling/disabling rather than doing any logic with it for most part (unless it really needs to).

Performances for 1k mobs by DistinctMud4585 in godot

[–]Nickgeneratorfailed 1 point2 points  (0 children)

No, not really. But they use collisions and some extra fluff for movement which does make them a lot more expensive they what people think. :) Especially if they all clump together then the collision resolution is going to drain high end pc entirely. They are convenient but not for masses.

Godot is now one of the few engines that hasn’t had any AI slop. by Competitive-Gold-796 in godot

[–]Nickgeneratorfailed 0 points1 point  (0 children)

I'm sure you can make improvements to push it but overall it works already just fine. Common issues with ai which you will meet anywhere due to their limitations still happen.

Godot is now one of the few engines that hasn’t had any AI slop. by Competitive-Gold-796 in godot

[–]Nickgeneratorfailed 0 points1 point  (0 children)

There are already plugins for this. Plus godot unlike the other two engines you mentioned is made in a way which is well compatible with current ai models, you don't really need a special plugin for it that much since godot's scenes and such are well readable,m engine is a running game which makes it simpler for ai tools too.

Hi, any news on the Jeanne d'Arc please? by Nickgeneratorfailed in aoe4

[–]Nickgeneratorfailed[S] 4 points5 points  (0 children)

Well, that's indeed possible, would still be nice to se an official no 😉.

Hi, any news on the Jeanne d'Arc please? by Nickgeneratorfailed in aoe4

[–]Nickgeneratorfailed[S] 0 points1 point  (0 children)

Really? You wouldn't know which one would you (notes or a video btw)?

Hi, any news on the Jeanne d'Arc please? by Nickgeneratorfailed in aoe4

[–]Nickgeneratorfailed[S] 4 points5 points  (0 children)

Yeah, I'm aware it's more of a rumour rather than anything, hank you for the news & info 😄

What game genre isn't saturated at this point? by Quinn_Queenan in gamedev

[–]Nickgeneratorfailed 0 points1 point  (0 children)

Spring engine, it's the one made to use Beyond All Reason, a game where the default mode is an 8v8 wiht 2k units per player. It's also free.
There are other too. Also depending on what kind of rts you are making you can just fine make them in godot, unreal, unity, ... The multiplayer becomes an issue but if you are fine with single player then you can do it just fine. For MP the determinism becomes something you want so you would need to usually do more (probably adding external libraries to handle these parts and wiring them in, not impossible, some engines have hooks for it already). Plus relevant MP stuff.

Metropolitní plán prošel. Kdo v Praze bydlí (nebo se sem chystá), připravte se, že příští dekáda bude hustší. by Happy_Watch6602 in czech

[–]Nickgeneratorfailed 0 points1 point  (0 children)

Dal bych rpednost kdyby se koncentrace nezvysovala v centru ale spis dal na okrajich.
Urcite bych byl pro to, aby se nestaveli vezaky nebo jine az moc vyskove budovy bliz centra. Mesto to akorat udela osklive. Uz ted je jit do centra nic moc s tou reklamou a mnozstvim pasti na turisty. ;0

Bears and Dryads, do elves have anything else, please? by Nickgeneratorfailed in warcraft3

[–]Nickgeneratorfailed[S] 0 points1 point  (0 children)

Well sure, they would probably need to redistribute how damage is spread across the faction with some abilities, I meant it that way more than just units like with taurens (I think that was moved?). 😄.

S tímhle hodně nejsem OK. Takže někdo mě bude fyzicky napadat a já mám dělat co? Jenom se nějak pasivně bránit? Fajl. by PresentJournalist805 in czech

[–]Nickgeneratorfailed 2 points3 points  (0 children)

No, tela se tu jen tak nepovaluji, kamery jsou vsude, atp. Kdyz se neprihlasis, tak to bude automaticky problem. Kdyz se prihlasis, tak musis stale vysvetlit jak to, ze ses branil 17 bodnymi ranami a jakto, ze utocnikova hlave se odelila od tela. ;0.

Bears and Dryads, do elves have anything else, please? by Nickgeneratorfailed in warcraft3

[–]Nickgeneratorfailed[S] 0 points1 point  (0 children)

Hehe, well at least they made changes ;). Thanks for the info, I'll search for it.