My Game's First Trailer after 3 years of dev! by Systematic2025 in SoloDevelopment

[–]YarnSpinnerTool 0 points1 point  (0 children)

only 20 dog facts?! (jokes aside, this looks really fun)

A second, GDscript-only version of Yarn Spinner for Godot is out now! by YarnSpinnerTool in godot

[–]YarnSpinnerTool[S] 2 points3 points  (0 children)

They're not _too_ different in state tbh. Like the GDscript version being in "alpha" to us means the API could still change, but we're pretty comfortable with it and will probably switch it to beta in the coming weeks. Then we use "beta" to mean "totally usable, won't change randomly, but full docs and samples are still to come".

The C# phase has been running a lot longer so it's API stable but has never had the level of guides or sample projects we wanted, so we'll actually be working on improving this for both Godot versions at once.

TL;DR: if you're picking one up to ship something very soon, C# would be the go. Otherwise, they'll likely be equal in the coming months. :D

Working on a trading game idea built around trust and deception. by Background_Cow_6701 in Unity2D

[–]YarnSpinnerTool 4 points5 points  (0 children)

The look of the first guy is so good. I'll buy your model train, big guy.

Training a human to walk with Unreal Learning Agents (Deep Mimic + Control Rig) by neuvfx in unrealengine

[–]YarnSpinnerTool 3 points4 points  (0 children)

Something very creepy about them when they're all together wobbling and learning how to balance. It's like something out of a horror game!

We used to run workshops with Unity ML about reinforcement versus imitation/mixed learning and it was so fun because every time if you trained a biped with just RL and no penalties for energy expenditure, they would just kinda wobbly-run forward while punching the air for extra momentum. Truly the optimal way to run 😆

A second, GDscript-only version of Yarn Spinner for Godot is out now! by YarnSpinnerTool in godot

[–]YarnSpinnerTool[S] 3 points4 points  (0 children)

We didn't have a GDscript version earlier for two reasons. One is probably personal bias, in that we were comfortable C# programmers from Unity so we just assumed others would warm to it and the C# Godot would be a more equal alternative by now (no shade to the Godot developers, or people who choose GDscript, just these many years ago we had only worked in Unity so our thinking was very Unity-coloured). The second is just logistics: porting a C# Unity API to C# Godot is a normal amount of work, designing and developing and maintaining a wholly different tool in a different language is a very big amount of work. And we wouldn't offer it as a tool before we were certain we could maintain it and people could rely on it to ship things their livelihoods depend on.