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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I can no longer recommend people apply to @FuturegamesEDU, the school where I've been teaching at, after a number of things have come to light
I talked to several students last night who've described a school in complete disarray and disregard for their students, absolutely unrecognizable from what I remember back when I was a student in 2010
• there have been multiple cases of courses running completely without a teacher, because they couldn't find one in time, or because the teacher asked for too much money
• the animation/vfx students have not had any animation or vfx courses after a whole year. for context, students go to futuregames for about 2 years. but they have learned a little bit of after effects and mocap tech, I guess
• they also didn't get to participate in the cross-disciplinary game projects, which, in my opinion, is one of the most important things you (used to) get to do at futuregames
• when they inquired about all this the animation/vfx students were told the course was for animation and vfx in cinema, not for games, which means they were either lied to before they joined, or while they were there, as there was no indication of this in the marketing material before they joined, nor at the time they were told this
• once the students tried to self-organize into something more useful, asking if they could watch lecture recordings from the other disciplines and classes, they were *denied*, which is absolutely wild to me. as a result, some students have started passing around recordings on their own,, which, what the heck, why do they have to do this??
(on a tangent, this makes me glad I've specifically asked them ahead of time to let me publish my lectures publicly)
back when I was at FG, there were two groups of students, game design and 3D art, about 18 students each, at a single location in Stockholm
but now I'm hearing there's classes with 40 students, with 12 separate educations you can apply to, across 6 locations in sweden alone, and they're apparently now expanding to warsaw as well
I have to wonder why the heck are they expanding when they are stretched so thin they are effectively transparent and have no ability to find or pay teachers
yesterday one of the students told me they don't even have a teacher yet for the upcoming shader course, which is starting tomorrow :)
FutureGames hasn't reached out to me, by the way, so they either lost the people who had contacts within the industry, or lost their record of past teachers, or maybe my $50/h was too expensive for the, now multinational, company
they've clearly shifted gears into trying to grow as much as possible, with a complete disregard for its students, which is such a shame because FG used to be a really really good place, with teachers actively working in the industry, but is now regarded as one of the worst. it's so frustrating
I'll see if I can do something for the shader course next week for the students regardless, they deserve better than this
@FuturegamesEDU ok just heard that they do have a teacher for the shader course next week at least thank god
I've gotten messages from students and teachers since posting this, mostly concurring, but also some contradictory. so mind that all of this is second hand, and I'm not in a position to verify it all
but at the end of the day, there's very real disappointment among students
there's something hauntingly beautiful about using vscode, an electron app, basically a browser, running v8, a js engine, to launch node, a server running v8 as a headless browser with js, which compiles my typescript code into js, for other people to run js in their browsers
it's, deeply cursed, but also, the fact that my IDE, my build step, and my audience, are all running js engines, and so that any js plugin I get or make, could potentially run in all three of these, plus serverside if I wanted to, is pretty neat and/or terrifying
stuff like this makes it pretty easy to move code between my ide vs build vs server vs client, which feels unusually flexible, it's pretty cool that it works