list from a few months ago i got from an aquaintance of stuff you have to implement yourself: character animation and retargeting, gizmos, audio mixing, deferred rendering, physics raycasting, multi-pass shaders.
he also said there’s no real-time editor view but i’m not paying much attention to godot development because all that shit is way outside my skill set.
the previous update added realtime editing and this current update added in the PR so that the mac version can had that too. the rest i can’t say if the engine “does it for you” but it definitely had the tools for those sorts of things. one of the stranger limitations i ran into was how clunky trying to implement 2d shadows was. i would think that if they made this whole out of the box lighting system that can do a whole bunch that shadows would be included. they are, but only in 3D
yeah i figured some of that would’ve been done this year, just no idea what. probably still way more work into a goldeneye clone than i could be bothered to learn.
list from a few months ago i got from an aquaintance of stuff you have to implement yourself: character animation and retargeting, gizmos, audio mixing, deferred rendering, physics raycasting, multi-pass shaders.
he also said there’s no real-time editor view but i’m not paying much attention to godot development because all that shit is way outside my skill set.
the previous update added realtime editing and this current update added in the PR so that the mac version can had that too. the rest i can’t say if the engine “does it for you” but it definitely had the tools for those sorts of things. one of the stranger limitations i ran into was how clunky trying to implement 2d shadows was. i would think that if they made this whole out of the box lighting system that can do a whole bunch that shadows would be included. they are, but only in 3D
yeah i figured some of that would’ve been done this year, just no idea what. probably still way more work into a goldeneye clone than i could be bothered to learn.