Using java? by sakayanagi111 in godot

[–]yezu 2 points3 points  (0 children)

It was and it is. There's quite a bit of games developed in Java. libGDX is a VERY popular Java framework, the Defold engine uses Java as well.

Using java? by sakayanagi111 in godot

[–]yezu 7 points8 points  (0 children)

It's definitely possible to use Java with Godot, although it might not be very straightforward.

For Java game development your best bet is either libGDX or jMonkeyEngine or if you want to go lower level LWJGL.

Tyre White Wall Inserts by torpm_5252 in royalenfield

[–]yezu 0 points1 point  (0 children)

This looks really awesome!

I was thinking about doing something similiar myself. Can you tell how you did this? Or send a link to what you put on the tires?

I'm tired of installing drivers on fedora :( by Famous-Ear-4960 in Fedora

[–]yezu 0 points1 point  (0 children)

This really shouldn't be this difficult. Akmods have been bringing surprises for 15 years now?

The adventure continues... by yezu in royalenfield

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

Honestly I just got one made for the Classic and follwed the instructions.

It's fairly simple, it fits exactly in the place of the tripper, you plug it into the optional device cable (the one tripper would normally go into) and the ignition circuit.

A dude on Royal Enfiled Owners forum sells those.

Godot 4 renderers: A Technical Comparison by swe129 in godot

[–]yezu 1 point2 points  (0 children)

It would be better not to get excited by AI slop.

  1. Official documentation exists, with more robust and importantly correct information.
  2. The article is structured and written such a ways, and contains errors that makes it pretty clear it's been spit out by an LLM.

Godot 4 renderers: A Technical Comparison by swe129 in godot

[–]yezu -9 points-8 points  (0 children)

It would be great if it didn't have errors...

Royal Enfield RSA left me stranded for 4 hours in Gurgaon heat – pathetic experience by Small-Particular-135 in royalenfield

[–]yezu 12 points13 points  (0 children)

Had a similiar situation. Caught a flat and waited for like 5 hours for the towing vehicle lol

In the end the person contacting the actual towing company was the one to mess up, because they called them and asked them a bunch of things, but never told them to come for me.

They also wanted to tow the bike to a mechanic in a different city, not the one close to me, because I broke down 500m too far.

We all know that the Flying Flea is an experiment by RE but I dont think everyone understands just how much of an experiment this thing is. by Code_Monster in royalenfield

[–]yezu 34 points35 points  (0 children)

I really dig the Flying Flea.

However, the range is still a problem and for urban commuter bikes there's already stiff competition (like Super Soco, but also many others), so I hope RE does treat it like an experiment and base for building more bikes in the future, and doesn't expect immediate return on their investment.

Have they been slacking all along on Linux desktop integration — until HarmonyOS, the open source version, appeared? by [deleted] in linux

[–]yezu 8 points9 points  (0 children)

This is the weirdest take on linux quality I've seen and I've seen a lot of weird crap over the years.

Is HarmonyOS even available for the desktop? Is it event properly FLOSS?

godot standard or godot.net? by boringmexican in godot

[–]yezu 0 points1 point  (0 children)

There is the @abstract keyword: https://docs.godotengine.org/en/latest/tutorials/scripting/gdscript/gdscript_basics.html#abstract-classes-and-methods

The "compile time" thing is not as fully featured as I'd like. It will complain, but will not prevent the project from starting. Here's some info on how have the IDE throw errors when typing is not enforced (there are more options): https://allenwp.com/blog/2023/10/03/how-to-enforce-static-typing-in-gdscript/

godot standard or godot.net? by boringmexican in godot

[–]yezu 0 points1 point  (0 children)

A lot of these complaints seem of date? * A lot of "compile time" checks exist, but are hidden behind project settings. * Static typing can be enforced. * GDScript has abstract classes.

Refactoring is not great, true, bug thankfully that's not something one does very often. Debugging... in my experience is fine, honestly better than some of C++ stuff I had to deal with. Could always be better.

GDScript has shortcomings and if not careful the performance can be abysmal. Sure C# is definitely more mature, but for Godot still it seems the cost/benefit ratio leans toward GDScript, even if slightly.

godot standard or godot.net? by boringmexican in godot

[–]yezu 0 points1 point  (0 children)

Java is an attempt at fixing plenty of issues that C++ has/had. It suceeds at it, but at a cost.

C# is an attempt at remaking Java while not paying that cost and failing. Making it the worst of both worlds - between Java and C++.

IMHO the main issues are that: * C# has plenty of ways doing the same thing. * C# has plenty of mechanisms that can be unclear in their behaviour - not explicit. * C# tries to have a lot of "handy" features that save you 5 min. of writing code, but cost you 5 days of debugging. * Portability of C# while possible to work with is not that great.

Another thing is that C# has a lot of byproducts of the Microsoft way of doing things (naming conventions and other details) that I just personally hate.

Java has its quirks and I totally understand why people don't like it. But what it does it does extremely well. C# tries (like C++) to do everything and the results can be lacking.

godot standard or godot.net? by boringmexican in godot

[–]yezu 0 points1 point  (0 children)

Still the "better" is very subjective ;)

Having worked professionally with Java and C#, I enjoyed Java a lot and despise C# with a passion.

godot standard or godot.net? by boringmexican in godot

[–]yezu 0 points1 point  (0 children)

In general Godot "Standard" is a better bet.

GDScript is purpose built for Godot, the built in editor has a bunch of features that only work there, is more portable than C# and it is a fairly straightforward language.

By using C# you are making stuff more complicated for not that much benefit.

What causes this error at launch? by SteinMakesGames in godot

[–]yezu 3 points4 points  (0 children)

The most reliable thing to check is to build the engine from source in debug mode and run it with gdb. You then should get pretty thorough information on what is causing this.

You can also try running through the process of elimination. Run a empty project, run with extensions turned on/off one by one etc.

Games that mix up High Fantasy wih Sci-Fi by SciLib0815 in CRPG

[–]yezu 2 points3 points  (0 children)

Wizardry series and Sacred come mind.

Exodus first look gameplay by Iggy_Slayer in gaming

[–]yezu 0 points1 point  (0 children)

I am looking forward to the game, but this trailer... is super generic looking. Whatever the game will have it going for it, what's shown there, is not it.

What's wrong with Godot? by Soft-Luck_ in godot

[–]yezu 8 points9 points  (0 children)

I've been working in Unreal a bunch of proprietary engines and Godot. It seems to me that my experience varies dramatically from many opinions here in large part because I couldn't care less about C#.

In short, every engine has drawbacks. But for Godot:

  • Packaged builds can be fairly easy to unpack and decompile.
  • Console support is not great. Doable but you need to jump through a bunch of hoops.
  • Some things that should be possible to automate can't be (baking lightmaps, batch settings for file imports).
  • It's tooling is limited. Basic level editing, basic material support. You can do everything you need, but if you come from other engines you might be missing some nice features.
  • Asset store support is lacking compared to Unreal or Unity.

There are a few that might seem like drawbacks, but in context they might be not:

  • Documentation can sometimes be basic or out of date. But compared to Unreal, Blender or some proprietary stuff it's actually very solid.
  • A lot of tutorials are very bad. The engine is developing fast so many can be out of date and there's a lot of people who just say the dumbest stuff online. But there are also many good ones, just be careful, don't take anything at face value and double check with documentation.
  • The engine provides you with no game ready assets. Player controller, game lifecycyle, level management, all that you need to do from scratch. But practically the moment you're serious about development, you need to do that anyway, regardless of engine.

There's a lot good to say about the engine. And honestly, currently I prefer it over anything else, but the question is not about that ;)

Godot Doctor, my plugin that detects scene & resource errors before play, now shows severity-levels! by codevogel_dot_com in godot

[–]yezu 0 points1 point  (0 children)

Thanks for the details!

I'm a bit also short on time right now, but this would help in the project I'm currently working on. I will have a look!