godot-lang-support
Godot-Mixing-Desk
godot-lang-support | Godot-Mixing-Desk | |
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24 | 10 | |
304 | 613 | |
- | - | |
3.2 | 0.0 | |
8 months ago | about 2 years ago | |
GDScript | ||
Creative Commons Attribution 4.0 | MIT License |
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godot-lang-support
- Porting to Godot for 3D
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Another two cents about the current situation with the Scala user base and economics.
Another potential example would be a better C#, but unfortunately I'm not familiar enough with it to evaluate what can be improved. While I don't think Scala as any chance of replacing C# in Unity, in the indie space Unity has been losing some market share to Godot, which has bindings for multiple languages. A "better C#" could become the next indie gamedev language. Who knows, maybe this could be a interesting use case for Scala (or even Scala Native).
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[FREE] Looking For Dev Team For Indie Startup
I was thinking as in releasing your game under an open source license and putting code on like github or Codeberg for people to use/contribute to. You could use Godot https://godotengine.org/ Many different languages you can use https://github.com/Vivraan/godot-lang-support
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Learning Programming For The First Time! Any Tips?
It depends on what you are looking to do. Find what you want to do/make, chose a language that you like and gets you where you want to go and stick with it, learn it, make projects, many small projects to help you grow. Check out this for games https://godotengine.org/ https://github.com/Vivraan/godot-lang-support Some languages are harder to master than others. I went the route of C++ because it is what I wanted to learn, got me where I want to go, and I didn't like the higher-levels ones so I was good with a longer road, but everyone is different, chose what works best for you. Also you should look at the FAQ
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I want to learn game development with programming:
You could try Godot. https://github.com/Vivraan/godot-lang-support Godot has it's own language gdscript, which is python like. You can use other languages as well. Really the most important thing is to chose something, stick to it, learn it, play with it, build new things with it, do it all in incremental ways, move by tiles not by miles, and continue to grow. Have fun, keep focus and keep working on it, get plenty of practice, it will help.
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Dev snapshot: Godot 4.0 beta 9
No: https://github.com/Vivraan/godot-lang-support
GDScript is the most tightly integrated into the Godot editor, but there are tonnes of language bindings that work just as well and call into the C++ API just the same. C# is officially supported and they just ported it in Godot 4 to use .NET 6 instead of Mono. I've also used the Typescript/Javascript module from a 3rd party in the past and it surprised me how good the dev experience was.
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Alternative Scripting Languages?
Here is a list of language bindings and their operational status https://github.com/Vivraan/godot-lang-support
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Unity is laying off hundreds of employees
The languages listed as "production ready" here[0] are Javascript, Lua, Nim, Rust and Typescript.
Also I would hesitate to call GDScript a weird Python. It shares some of Python's syntax, like significant whitespace, but beyond that it's a completely different beast.
There is an actual Python for Godot project[1] but I don't know how close it is to ready for prime time.
[0]https://github.com/Vivraan/godot-lang-support
[1]https://github.com/touilleMan/godot-python
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Python to be ~40% faster. Can Python's new tricks benefit GDScript?
That's odd specifically w/relation to Godot (especially as it's listed among production-ready bindings for 3.X), I know I feel like I've mentioned it too often whenever it seems actually relevant.
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What is the best way to contribute to Linux gaming as a developer? Anyone here a contributor to any of the Linux gaming projects out there?
For Godot and languages another potential point to help is with 4.0a and GDextension bindings, GDextension is the replacement for GDnative. Particularly 3.X allows using community-made bindings to use desired languages, but being 4.0 has the new system that means all of the existing bindings need to be updated/replaced.
Godot-Mixing-Desk
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Wonder if it's possible to create music using code.
As for adaptive music, there used to be Godot Mixing Desk, but it hasn't been maintained for a while. I've seen some small projects pop out here and there, I'm waiting to see if there'll be a conclusive one for Godot 4. In the meanwhile I might try FMod.
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Hey has anyone experimented with something like this in Godot? I’m looking for a push in the right direction.
Absolutely! Mixing Desk might be up your alley. I also have a version for 4.0 in progress, which is a total rewrite and condenses all the features down into a single node.
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Which tween transition do you use for music?
https://github.com/kyzfrintin/Godot-Mixing-Desk maybe something like this can be useful? loudness jump can most likely be fixed my normalizing the raw audio in any audio editor though.
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Everyone is welcome
As I said, I'm only small time. Super small time. My main project is a Godot Engine plugin, Mixing Desk. My only motivation on this was to help bring extra procedural/interactive audio and music features to Godot, and help make it easier for others to do the same.
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Even more progress on my UFO game. "High Strangeness"
Also, I'd recommend modulating your music to reflect the state of your detection. This is easily done with my plugin, mixing desk ;). Something simple like a drumbeat could fade in if you're close to being spotted, to add tension.
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How would I join these two audio tracks without latency?
Take a look a this plugin https://github.com/kyzfrintin/Godot-Mixing-Desk
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We've given up on Unity... Hello Godot! #ScreenshotSaturday
Some nice added benefits are an open source behaviour tree system (https://github.com/andrew-wilkes/godot-behaviour-tree), an open source audio solution (https://github.com/kyzfrintin/Godot-Mixing-Desk), the Tween nodes, being able to animate material properties, a functioning navmesh (again, 3D issues on Unity's front; 2D ports don't support side view), no need for weird lighting setups between 2D and 3D, faster scripting with gdscript, the Line2D node (which I use to render and bend the body of the wormy creatures in our latest tweet), and generally just the fact that all transforms are in 2D without needing to worry that my scene view is playing tricks on me.
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Is it possible to use fmod and also port to consoles? (Via 3rd parties of course)
It's a shameless plug, but if you ever run into any issues with FMOD, my Mixing Desk plugin can handle interactive music like that pretty easily! Adaptive/interactive music is something I've studied for years, and I put it all into that plugin :)
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lets respect and appreciate godot audio system.
Have you heard of or considerd trying out Godot Mixing Desk? :)
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What do you NOT like about Godot?
I made one of these :)
What are some alternatives?
SmartShape2D - A 2D Terrain Tool for Godot
godot-proposals - Godot Improvement Proposals (GIPs)
Godot - Godot Engine – Multi-platform 2D and 3D game engine
godot-docs - Godot Engine official documentation
upbge - UPBGE, the best integrated game engine in Blender
open-source-jobs - A list of Open Source projects offering jobs.
godot-kotlin-native - Kotlin bindings for Godot Engine
godot-fsharp-tools - A Godot Engine plugin to simplify using F# through the C# Mono language.
gdnim - godot-nim based bootstrapping framework supporting hot reloading
godot-fmod-integration - FMOD Studio middleware integration and scripting API bindings for the Godot game engine. [Moved to: https://github.com/shinobi-lx/godot-fmod-integration]