this post was submitted on 08 Aug 2023
31 points (94.3% liked)

Godot

5664 readers
50 users here now

Welcome to the programming.dev Godot community!

This is a place where you can discuss about anything relating to the Godot game engine. Feel free to ask questions, post tutorials, show off your godot game, etc.

Make sure to follow the Godot CoC while chatting

We have a matrix room that can be used for chatting with other members of the community here

Links

Other Communities

Rules

We have a four strike system in this community where you get warned the first time you break a rule, then given a week ban, then given a year ban, then a permanent ban. Certain actions may bypass this and go straight to permanent ban if severe enough and done with malicious intent

Wormhole

[email protected]

Credits

founded 1 year ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
[–] [email protected] 3 points 1 year ago

For me it's a different reason from other people.

I've had this idea of an overlay like rainmeter that works like a mini game for my twitch stream but the software didn't exist yet.

I just wanted pet slimes moving on my screen while I streamed, and I knew the technology was possible.

So I started with Python, pymunk (chipmunk physics), and pygame, realized that pygame couldn't do transparent windows, neither does TKinter, then Pyglet failed me hard with their messed up documentation and community so I ended up finally accepting I would have to use PyQt5 and it just worked until...

Using PyQt opengl widget I could achieve per pixel transparency and capture on OBS , I did click through and used a mouse library to track clicks outside the QT window, but then my new bottleneck became the pymunk library.

Handling physics was a nightmare because doing anything took way too much effort and that library loves to just crash stop and burn the runtime anytime it doesn't like something, for example anytime I removed shapes bodies or constraints that were already removed (multiple instances remembering each other and trying to detach separate) it would crash. Or trying to figure out which slime collision, because you can't easily put our take info from pymunk physics space, so I had to just iterate==everything to check which slime is touching what every frame and that is O^n which is not good.

Once I gave up on the increasing complexity and difficulty of these simple base systems I slowly troubleshooted my way into trying Godot. Video tutorials showed me that you can do transparent click through windows (unity and unreal cannot), you can do soft body easier with a much easier physics engine handling (probably the biggest reason at this point), and I never even tried the twitch integration but I already know it's gonna be easier too.

My actual game idea will require unreal as I love blueprints and specific features, but I also fell in love with Godot for anything else. ❤️

I can't wait to have 2D pet slimes in Godot, (if you think about it, slimes are actually just fantasy snails 🦠🐌👀)