Freya Holmér Profile picture
⭕ I made Shapes & Shader Forge 🔥 shader sorceress 🎨 artist 📏 math influencer 💜 twitch partner 📡 ex-founder of @NeatCorp banner: @YO_SU_RA

Sep 17, 2023, 15 tweets

alright, a thread with my first impressions of @godotengine, let's see how this goes

@godotengine the Y axis is very shy and likes to hide every now and then

when the viewport width (in pixels) is odd, it's fine, but not when it's even

the window docking system feels very restrictive, I can't set up the layout that I want it seems?

my usual layout has three things side by side on the right, but it's limited to two, and to very specific positions with the main view locked in place

it's pretty unintuitive to me that the docking options are opened by clicking the three dots outside of the tab, which to me seems more related to the group of tabs, rather than just the one active tab

I expected a context menu or something on the scene tab

I usually like having my output/console docked and visible somewhere, but it seems like it's locked to the main window, rather than a dockable window?

that goes for all of these I guess, not sure why they're confined to this space

alright, coding! I'm a C# nerd and I use rider, so I went to the docs to see how to set it up

1. docs say "run this in the godot root folder", which gives me an error
2. was this supposed to be the project root?
3. my project root already has an .sln

a lil confusing experience~

alright so that was from the first result I got on google, which is the page for engine development of godot, rather than users of godot

v sneaky it was kinda hard to tell lol

is there a way to use OS native file browsers?

custom browsers kinda throw me off and I don't have all my usual shortcuts

the camera speed indicator says u/s (units per second?) but transforms are marked as meters. I feel like these should be unified, like changing it to m/s

literally unplayable you guys wow (or does u/s mean something else?)

I like the cute lil sliders under the euler angles!

woah being able to select which tait-bryan angles to use per object??

this seems like something *I* would force people to learn, I didn't expect that

love it

I feel like MSAA should be enabled by default, it makes it feel so much more sleek and modern

I think it'd help give it less of a "here we go opening a scrappy unfinished engine" vibe, especially for us engine refugees

it'd be nice if you could collapse these, uh, I want to say components but I'm guessing they are the base types of this node?

rather than relying on all foldable things inside each

am I going to have to press reload on this window every time I want to recompile? ;-;

my workflow in Unity was to reload/recompile with ctrl+R, rather than dealing with auto-compiling or a window like this

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