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As title, i just found out this amazing fork, loving the UI/UX redesign, and the choice to keep the Godot 3 path instahead of 4.
I have been thinking for quite a long time myself to branch Godot 3, since (for obvius reasons) 4 is getting much more attention and the 3.x branch has been a bit left behind even the new 3.6 has come out without closing every issues it had for his milestone, which is a bit sad.
There are some suggestion that i would like to share:
The extension for the File System at bottom should be rewrote in the main c++ codebase to improve performance and stability, having a gdscript extension can be good sometimes but since this is a fork with his own identity my suggestion is to have a more solid foundation for all of his UI instahead of relying on extenions. same thing for Node Pivot.
Don't drop the GLES2 render, i saw the removal of the quick dropdown menu to switch render, which is absolutely fine for the sake of UI, but one of the great thing of Godot 3 for me is that is has this dualism of GLES3 and 2.
GLES2 makes WebGL1 possible, and is extremely lightweight, really useful for small/medium 2D game and retro-looking 3D games.
Also i still didn't dive a lot in the Godot 3 source, but after completing some projects i hope to get some free time to invest on it, and will be glad to become a contributor here to help make a "better Godot 3" or rather a fantastic GDX!
Thanks a lot for your work, and idea.
The text was updated successfully, but these errors were encountered:
thank you!, yeah that makes me a little sad too. at least godot 3 is quite mature and more battle tested.
for file system rewrite, i remember trying it before, but it didn't finish because it took more time than i anticipated, and there were many features i wanted to tidy up and implement that couldn't/didn't have a plugin for so i scarp it at that time same thing with node pivot, maybe later or maybe someone wants to do it, GLES2 is the main thing that made me stick with godot 3.x, i have a tab and notebook that i think is not too old but can't run godot 4 at all 🥲, i removed the renderer quick switch because i thought it would give a little more free space and a cleaner look, it can also be changed in project settings
thanks for your intention and have fun, i have to tell you, most of the time i implement everything as fast as possible 😓, so you will find many implementations that may not be up to standard, i haven't been able to spend enough time on this, but can't wait to work together to make this fork even better!
As title, i just found out this amazing fork, loving the UI/UX redesign, and the choice to keep the Godot 3 path instahead of 4.
I have been thinking for quite a long time myself to branch Godot 3, since (for obvius reasons) 4 is getting much more attention and the 3.x branch has been a bit left behind even the new 3.6 has come out without closing every issues it had for his milestone, which is a bit sad.
There are some suggestion that i would like to share:
The extension for the File System at bottom should be rewrote in the main c++ codebase to improve performance and stability, having a gdscript extension can be good sometimes but since this is a fork with his own identity my suggestion is to have a more solid foundation for all of his UI instahead of relying on extenions. same thing for Node Pivot.
Don't drop the GLES2 render, i saw the removal of the quick dropdown menu to switch render, which is absolutely fine for the sake of UI, but one of the great thing of Godot 3 for me is that is has this dualism of GLES3 and 2.
GLES2 makes WebGL1 possible, and is extremely lightweight, really useful for small/medium 2D game and retro-looking 3D games.
Also i still didn't dive a lot in the Godot 3 source, but after completing some projects i hope to get some free time to invest on it, and will be glad to become a contributor here to help make a "better Godot 3" or rather a fantastic GDX!
Thanks a lot for your work, and idea.
The text was updated successfully, but these errors were encountered: