godot-proposals
kompute
godot-proposals | kompute | |
---|---|---|
611 | 39 | |
1,206 | 2,147 | |
1.7% | 3.3% | |
2.7 | 7.1 | |
9 months ago | 4 days ago | |
C++ | ||
MIT License | Apache License 2.0 |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
godot-proposals
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Random Thoughts about Unity
Mm.
I like godot, but c# is second class citizen in that ecosystem, which they are open about (1) and despite improving (2), it still a bit rough.
“Fully supports”? I’d say more like “works mostly”.
/shrug
Gdscript is a weird stupid custom language. I feel like in most cases you shouldn’t write a new programming language for your application unless there’s no viable alternative.
I know, unreal did it with blueprint, but that’s because there are no good open visual scripting languages; and they had a lot of existing infrastructure from their previous (also stupid, for the same reasons) unreal script.
What they’re doing with verse is arguably also stupid, but I’ll give them the benefit of the doubt on the basis of a) having done it before, b) having unusual requirements for their metaverse ambitions.
Anyway. Godot did have any good excuse; gdscript was not something people asked for or wanted; it was a lazy version of python because actually embedding python was too hard.
One thing you can look back at in Unitys history that is in their aborted attempt to have js, c# and boo as scripting targets.
…but over time, it became clear that having feature parity in all of them wasn’t plausible.
I guess we’ll see where godot ends up, but my $0.02 is that as the api surface increases, feature parity is difficult to maintain, and gd supoort for other languages will wane with community interest.
The only language they are committed to is gdscript.
[1] - https://docs.godotengine.org/en/stable/tutorials/scripting/c...
[2] - https://github.com/godotengine/godot-proposals/discussions/4...
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Show HN: My wife and I made a maze game
Godot was fine, for the most part, it's a good engine for small games. The main issue was around working together and resolving conflicts with git (Godot isn't really working and constantly kept changing IDs in resource files), and it kept losing data in scenes when the code changed so we had to rebuild things several times. On previous test games we also ran into huge performance issues in the editor when we wanted to do too much work in scenes, so we had to switch to doing most of the work in code.
The worst part was when I had to rip out a bunch of testing code that used @tool for release as it seemed to cause issues when doing a release build. The engine is generally not great when you want to follow clean software engineering (e.g. dependency injection is not possible, I opened a proposal to that end here[1]).
[1]: https://github.com/godotengine/godot-proposals/issues/8850
- Dev snapshot: Godot 4.3 dev 3
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How to make thick object disappear while passing through thin one?
If we had a Mask2D, this would be super easy and straight forward.
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How to use line2D as a mask texture?
So if that's what OP meant, clip_children property won't work. Instead OP needs to use a CanvasGroup parent and the Line2D (with CanvasItem Material in Subtract mode) and TextureRect as siblings, or any of the other methods explained here until we have a Mask2D node.
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New Running And Debugging System for Android And Ios &gui apps
There is an open proposal to have a compile option for a LibGodot, as a Library https://github.com/godotengine/godot-proposals/issues/6267
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What IDE has the best support for GdScript?
Yes, there could be the option to open at least 2 tabs at the same time, when working with scripts. This has probably already been suggested in: https://github.com/godotengine/godot-proposals
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How to fix the jittery pixel in my game?
I cannot tell exactly where the jitter is from the video, but if it is what I'm thinking of, it is a known issue, see here. There is a proposal to fix this, with tons of discussion here. Try some of the workarounds mentioned in these two links. Game looks great by the way!
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4.2 did Ctrl + K change or is this a bug?
It's in the release notes. Here is a link to the pull request, based on this proposal.
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How do I view the scene in runtime?
Currently not possible: https://github.com/godotengine/godot-proposals/issues/7213
kompute
- Kompute: General purpose GPU compute framework for cross vendor graphics cards
- Kompute – Vulkan Alternative to CUDA
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Intel CEO: 'The entire industry is motivated to eliminate the CUDA market'
The two I know of are IREE and Kompute[1]. I'm not sure how much momentum the latter has, I don't see it referenced much. There's also a growing body of work that uses Vulkan indirectly through WebGPU. This is currently lagging in performance due to lack of subgroups and cooperative matrix mult, but I see that gap closing. There I think wonnx[2] has the most momentum, but I am aware of other efforts.
[1]: https://kompute.cc/
[2]: https://github.com/webonnx/wonnx
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[P] - VkFFT version 1.3 released - major design and functionality improvements
Great to see the positive momentum of this framework! Best wishes and upvotes from the Vulkan Kompute team :)
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VkFFT: Vulkan/CUDA/Hip/OpenCL/Level Zero/Metal Fast Fourier Transform Library
To a first approximation, Kompute[1] is that. It doesn't seem to be catching on, I'm seeing more buzz around WebGPU solutions, including wonnx[2] and more hand-rolled approaches, and IREE[3], the latter of which has a Vulkan back-end.
[1]: https://kompute.cc/
[2]: https://github.com/webonnx/wonnx
[3]: https://github.com/openxla/iree
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I'm Having Trouble Building this Library...
I look in an example and see similar instructions, stating that the build should be quite simple. But again, it doesn't work. It generates a bunch of folders with Visual Studio stuff, but no executables, no libraries, or anything like that.
I can't figure out how, and there are no tutorials. According to https://kompute.cc/overview/build-system.html I should simply run "cmake -Bbuild". But this doesn't output what I need, and when I look in the Makefile I get the sense that this is more an example Makefile... but then that contradicts the above tutorial.
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How to properly construct an abstraction layer with Vulkan
Kompute is in my opinion good example to take inspiration for abstractions.
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Vulkan for Image Processing? Good choice?
Currently, there's a few Vulkan compute frameworks floating around (like Kompute). I would work with those. Kompute simplifies a lot of the biolerplate and seems like you could benefit from using it.
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Paralell computing project
Try Kompute, a project from the Linux foundation. It is quite simple to use, and does not require deep knowledge of graphics API. It’s a bit painful to setup, but it kinda works well (and I have a project going on on it)
What are some alternatives?
GodotAnimationRetargeting - Animation Retargeting module for Godot Game Engine
futhark - :boom::computer::boom: A data-parallel functional programming language
rcedit - Command line tool to edit resources of exe
rust-gpu - 🐉 Making Rust a first-class language and ecosystem for GPU shaders 🚧
godex - Godex is a Godot Engine ECS library.
VkFFT - Vulkan/CUDA/HIP/OpenCL/Level Zero/Metal Fast Fourier Transform library