145 karma · joined August 17, 2021
It was laggy in Windows and under X11 on linux, but under Wayland I get 60-80fps and it's very usable.
Not sure what the cause is
EDIT: Under Chromium (compiled from AUR) the performance is roughly the same
Any non-trivial feature that Unity has where Godot lacks is usually re-implemented by bigger developers anyway. For Indie developers, these features are almost never necessary.
When developing tools, Godot is far superior. Any support guarantee that Unity provides is easily bested by the ability to inspect the Godot source code without signing an NDA. With the changes in Godot 4, developing add-on tools is easier than ever.
The Godot project is well managed, with pull requests being merged in a timely manner without a loss of overall project quality.
The mass exodus to Godot is perfectly timed. Godot 4 just released with many changes and improvements, addressing almost all the usual pain points between the two engines (especially in 3D).
In my experience, most of the value of Conan is with creating packages yourself when needed. You can then self-host a Conan remote and have pre-compiled binaries ready development. Having a conan recipes repository with CI that produces binaries for each required build configuration has become a de-facto standard for projects I have worked on
If you control the compiler AND build system you can get away with just one package for most cases. This true for Microsoft’s C/C++ package manager, NuGet[3]
Historically, the convention has been to use the package manager of the underlying system to install packages, as there are so many different build configurations to worry about when packaging the libraries. The other advantage of using the system package manager is that dependencies (shared libraries) that are common can be shared between many applications, saving space.
[2] https://docs.conan.io/1/creating_packages/toolchains.html
It runs under WINE with no issues
What’s missing is a compelling user application now, and this is tarnished by the kernels existing reputation. Case in point, shapr (an iOS CAD modelling app) switched away from OpenCASCADE in 2017, before development trajectory really took off [1]
Also, when searching OpenCASCADE in Google, you get hacker news comments like this [2]
[0]https://dev.opencascade.org/content/fuzzy-boolean-operations [1] https://discourse.shapr3d.com/t/shapr3d-3-0-is-here-and-it-s... [2]https://news.ycombinator.com/item?id=11536518
1. In linux
2. Install wine 7.5 (other versions may work, this is what I used)
3. Create a 32-bit wineprefix on a *case-insensitive* ext4 drive (https://www.collabora.com/news-and-blog/blog/2020/08/27/usin...)
4. Download MSVC 2.0 (https://winworldpc.com/product/visual-c/2x), extract and install it into the 32-bit wineprefix - Make sure you use `wine32 winecfg` and set the OS to Windows 95
5. Copy the files to C:\3d inside the wineprefix
6. Enter command prompt from wine (`wine32 cmd`)
7. `set include=C:\MSVC20\INC`
8. `.\setvars.bat`
9. `nmake`
Unfortunately wine segfaults for me when compiling one of the BRender files :'(
EDIT: Now I have Bren and Engine building! Studio does not build, reports that it doesn't know how to generate 'C:\3d\kauai\obj\wins\utilglob.obj'. Probably something simple...
Curious how this compares to Lutris[1]. I can see it has support for it as a runner, however as far as I can tell it achieves the same thing by maintaining separate wineprefixes.