Hacker News
Shipping Godot VR and Porting to PSVR2: A Partial Post Mortem
98 points by ibobev
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8 comments
a1o
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> We did our best job here leaning heavily on the resource system. There's stuff I want to say about the result that's platform specific so I can't. We have a thing, it works, and it could be a lot better.
Literally the only part I wanted to get more information about.
I could use a lot more information on why POSIX is bad and exactly what it means on resource management being “aware” of unified memory. I mostly didn’t get.
Yokolos
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Man, Godot sounds like a bit of a mess. I've been building a Freelancer-like game on it for a while now and performance has been a nightmare to the point where I've offloaded most of my code into pure C# and out of Godot. I even had to give up on Godot's Jolt physics. I'm constantly hitting the limits of what Godot can do. The renderer is pretty much the only thing stopping me from putting tons of ships in the same battle, but I'm also not experienced enough at game dev to know if what I want to do is actually doable with a better renderer or on something like Unreal.
I do agree with her take though. Getting up and running in Godot was surprisingly, blindingly fast, so I don't regret picking it at all. I'm just not sure I'll be able to stick with it for an eventual release.
mercanlIl
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It sounds like a mess, though comments about Godot are often vaguely positive. I appreciate you posting your experience about a limitation you’re running up against.
I can think of only one popular game of note that was made Godot, Slay the Spire 2. I’d love for more titles to be released to prove the engine can be competitive.
m0llusk
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Sometimes it is possible to pinpoint problems if not fix them. In my limited experience the Godot source is quite accessible and straightforward despite the complications of multiplatform builds.
gorfxx
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Is there actually a huge performance gap between Godot and Unity/Unreal? I've never personally made a game but I have only seen small-medium games in Godot. I would have thought the rendering would be where the slack is tightened first as its the most visible part.