YoSoyFreeman,
@YoSoyFreeman@mastodon.gamedev.place avatar

I have to get out and take some fresh air. I been working in character controllers in Godot since Godot 3.x and i can say that every single problem i had then is still there now, plus a bunch more.

I don't see the core problems being addressed or even talked about and is really sad.

YoSoyFreeman,
@YoSoyFreeman@mastodon.gamedev.place avatar

There is a lot of good people in Godot, but the biggest problem since the first version with 3D has been physics, lightmaps and lightprobes. Those were the problems in the very first Godot version with 3D and those are the biggest problems now.

SirLich,
@SirLich@mastodon.gamedev.place avatar

@YoSoyFreeman I agree. It's long past time that they directed funding to hiring a physics specialist.

YoSoyFreeman,
@YoSoyFreeman@mastodon.gamedev.place avatar

@SirLich

After a year of testing this is the message i posted in the post about jolt physics: https://github.com/godotengine/godot-proposals/issues/7308#issuecomment-1845120120

76 upvotes, no answer at all.

supernovafiles,
@supernovafiles@mastodon.gamedev.place avatar

@SirLich they can hire @YoSoyFreeman 👀

YoSoyFreeman,
@YoSoyFreeman@mastodon.gamedev.place avatar

@supernovafiles @SirLich Thank you! but i think that just having a project lead with a clear vision of what is needed to provide a good developer experience would be enough!

There is no need to hire me, i tried really hard to help improve the sliding algorithm and other issues but seems like the only way would be to go and launch myself to various months of porting all of this myself with the high chance of being ignored or rejected.

Right now the velocity does not even represent the velocity.

supernovafiles,
@supernovafiles@mastodon.gamedev.place avatar

@YoSoyFreeman @SirLich what? what is the velocity then?

YoSoyFreeman,
@YoSoyFreeman@mastodon.gamedev.place avatar
YoSoyFreeman,
@YoSoyFreeman@mastodon.gamedev.place avatar

@supernovafiles @SirLich Lets say you want to do anything more than the most simple possible movement.

You will soon notice than velocity does not get updated vertically at all. If you move against a ramp and now your velocity is almost vertical, all the vertical motion is lost because is actually never computed in first place.

So you are expected to use get real velocity. Get real velocity is as i said a particle approach that will cause all kind of problems.

YoSoyFreeman,
@YoSoyFreeman@mastodon.gamedev.place avatar

@supernovafiles @SirLich
Ah! and stop on slopes, etc will no longer work because they were thought with you manipulating the horizontal velocity, and vertical velocity always represents a jump.

Is a combination of clearly identified design issues.

YoSoyFreeman,
@YoSoyFreeman@mastodon.gamedev.place avatar
supernovafiles,
@supernovafiles@mastodon.gamedev.place avatar

@YoSoyFreeman @SirLich I see, there any proposal or bug submitted in the repository so I can check the discussion about it?

YoSoyFreeman,
@YoSoyFreeman@mastodon.gamedev.place avatar

@supernovafiles @SirLich It is not a bug or something not working, is something not being implemented at all.

About how this affects the behavior and why is problematic, i been actively commenting and participating in discussions since godot 3, so there is no specific issue for this.

I had mention this issues since for years ago. I deleted my reddit account because of mental health issues, but this was 4 years ago, it lead to removing bullet but nothing more.

https://www.reddit.com/r/godot/comments/hqhxcm/lets_talk_about_the_actual_approach_for_move_and/

YoSoyFreeman,
@YoSoyFreeman@mastodon.gamedev.place avatar

@supernovafiles @SirLich DAMN. FOUR YEARS AGO. I SPEND 4 YEARS TRYING TO HELP FIXING THE SAME ISSUE. 4 Years of "very soon".

I honestly feel stupid.

supernovafiles,
@supernovafiles@mastodon.gamedev.place avatar

@YoSoyFreeman @SirLich don't feel, sometimes it is really hard to make things changes, and you did a lot.

supernovafiles,
@supernovafiles@mastodon.gamedev.place avatar

@YoSoyFreeman @SirLich Godot is getting traction, maybe some companies will start to invest their effort using Godot, what can push changes in this aspect, like better physics

YoSoyFreeman,
@YoSoyFreeman@mastodon.gamedev.place avatar

@supernovafiles @SirLich That is exactly what was being said all this time. Found came, and it was never used for this, but mostly for rendering stuff.

Is not a money issue, is a management issue. There is a lack of organization and priorities, and more investment is not going to fix it.

YoSoyFreeman,
@YoSoyFreeman@mastodon.gamedev.place avatar

@supernovafiles @SirLich We are going to have yet another GI solution. Which is cool, but again, not high priority stuff.

Again, the problem with godot adoption is not the renderer, never was. If you give people a solid piece of software they will use it. There is gigantic niche for retro indie games. Is a direction problem.

supernovafiles,
@supernovafiles@mastodon.gamedev.place avatar

@YoSoyFreeman @SirLich possibly rendering stuff got priority due to visibility. I mean, people are always commenting "when will Godot be able to render AAA graphics?" and so on. Of course, this means a direction must be taken, and maybe it wasn't the best choice. Let's see what the future brings about this physics discussion

YoSoyFreeman,
@YoSoyFreeman@mastodon.gamedev.place avatar

@supernovafiles @SirLich i understand wanting to be positive and i don't want to look like i'm complaining because yest, but try to understand how i feel when almost half a decade later not a single step was made. It feel extremely discouraging.

The only big change is Godot jolt and is not even done by godot team.

SirLich,
@SirLich@mastodon.gamedev.place avatar

@YoSoyFreeman @supernovafiles Just wanted to say "you are heard". Working with Godot can definitely sometimes feel like you're stuck in a time loop, and not in a good way.

My personal little ray of optimism is the fact that the 4.x "server" architecture is seemingly providing dividends . I'm not even positive I WANT to see e.g., Jolt merged in. I think having somebody else in charge of those add-ons can be a good change.

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