"Well, strange, if someone made it in 1 night, they could certainly fix it in 1 night"
I'm guessing the person complaining is not a developer and/or has never worked on a large scale project.
"Well, strange, if someone made it in 1 night, they could certainly fix it in 1 night"
I'm guessing the person complaining is not a developer and/or has never worked on a large scale project.
Doesn't seem like I'd give the Godot developers full benefit of the doubt either.
[/me raises one hand, buries face in the other]
Bonus points if it's your own 1 night effort. :-)
The fix was to swap two instructions. That was a hard one, hard-won.
Are you really a serious developer/architect/sysadmin/devops/engineer if you haven't muttered "what was this idiot thinking?" about your own code at least once?
So much for letting that problem ride for the next sucker...
This doesn't disagree with OP at all. For instance, I remember the announcement for baked lightmaps. According to OP, despite the fanfare, the feature didn't actually work. I don't use Godot, so I can't really comment on the validity of OP's claims, but just reading the changelogs isn't sufficient to dismiss OP either.
> overpromising and underdelivering
Man, this is an open source project done off donations. Doing an integration with an external language is so challenging that the Unity team - a group of fully salaried professional developers - actually abandoned their "JavaScript" and "Python" integrations.
They overpromised on a free project, which you didn't pay for. It's a non-commercial project - I'd give a lot more leeway for that. Otherwise, go to Unity, and see how fast they fix the bugs in the things they promised to deliver.
Moreover it wasn't that they were lackadaisical; they overdelivered on other aspects of the Godot project. Sometimes some pet feature can wait, compared to improvements for other serious features that affect a wider profile (e.g. GDScript, C# integration, and the tons of other stuff in their 4.1 changelogs). Their resolution and closing of issues on the Godot repo is also really impressive and consistent for an open-source project.
I think part of OP’s issue is that “they” (the main Godot developer) is starting a for-profit business that directly profits from the community’s goodwill. OP themselves is paying hundreds of dollars a month to run the forums not to mention the time investment. I can understand the frustration of seeing the community languish while the main focus turns to a for-profit enterprise.
The original owner only paid a few hundred dollars per year for hosting the forums. Whatever the OP is doing that is making it cost hundreds of dollars per month is on them...
Furthermore, why did the OP take over control of the forums only a few months ago if they have been feeling this way about Godot since 2020?
Instead what we get is the fact that I cannot trust release notes to be accurate while redux complains on twitter that the big companies are focusing on sponsoring O3DE instead.
I don't have enough context from this post alone to understand what is going on with the $8MM situation, but if the rest of the post is anything to go by, sounds like a nothingburger.
Having that kind of money to throw at it makes it kind of odd that he doesn't understand financing and how it would be fraudulent to raise money for W4 and then spend it on the game engine
I was also put off by the use of the term "scam". Seems like the person is just upset funds are not being spent in the way he would like and yea maybe that is a problem, but "scam" is a leap.