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Godot 4.7 Beta with HDR Output, Ray-Tracing Improvements and Editor Enhancements

16 pointsby shpattoday at 4:29 AM2 commentsview on HN

Comments

brrraaahtoday at 6:54 AM

I used to love Godot, then moved to WickedEngine. But AI is helping me replace it all.

For my games I walked through the Vulkan tutorial manually along with other essential components like input and sound.

Those austere code bases now act as constraints and frameworks for AI; the AI fills in the blanks for the specific game project.

I feed AI designs and it figures out the missing functionality.

Also have done similar to create my own scripting language; defined the compiler and grammar, syntax and have AI filling blanks.

These tight constraints have helped my local AI stay on rails. It can check Google Gemini when it's really stuck

Will leave the OS kernel and drivers up to those types. But I am well underway to an entire suite of userspace apps and my own Linux distribution that boots to my game engine as a "desktop" metaphor. Backed by a visual data model that can recreate the look of Firefox and renders websites as shaders

barcodertoday at 5:37 AM

I just love how Godot itself is under 100mb. Even as the project grows I hit play and it instantly loads.

Compared to Unity hitting flow state in Godot and sustaining it is trivial.

Godot is an easy choice for a Hackathon or a fun prototype project. And increasingly becoming my go to choice for larger projects.