252 karma · joined September 10, 2021
https://privatebutts.dev
The point is to emphasize readability but the truth is that readability is pretty subjective. To each their own syntax, I guess.
Also is "on by default" the right wording for something that needs a registry change to turn off? That just seems like it's forced with a workaround that they'll remove at some point.
Last point, does that mean that windows is going to take a massive speed penalty going forward since they also default to their slow software encryption over hardware encryption?
Man this kinda blows. I'm hoping that W12 will have all this Vista-esk transition crap sorted out by the time it launches.
I'm sure that as the GDExtension project develops, it'll only be a matter of time until someone builds a visual programming language for it.
Stuff that I've encountered so far:
- A very annoying issue where the editor will lock up after my Linux laptop wakes up from sleep. I've lost work because I've closed the laptop without remembering to close Godot first.
- Performance issues with large assets or too many assets. A single pixel art asset pack ([LimeZu's Modern Interiors](https://limezu.itch.io/moderninteriors)) brought Godot to its knees until I pruned it. The large tilemaps in there will also slow the tilemap editor to a crawl.
- I've been struggling with getting the dynamic tilemap rules to behave as expected. YMMV
- I'm not a fan of Godot's single-window UI approach, especially when it comes to scripting. You can futz with editor settings to make this slightly better, though.
- You can't mix 2d and 3d stuff like you can in Unity, and the 3d side of things is way rougher than 2d.
- They're still working out what direction to take with an Asset store.
- The shift from Unity's GameObject>Component model to Godot's single script per node approach has been an awkward adjustment for me. I keep replicating the old model by making prefab nodes that are basically just components.
- I miss Unity's play mode scene inspector. Godot is halfway there. You can poke around in the scene tree, but you don't see that update in the editor.
- The collision system isn't as straightforward as Unity
- It'd be nice if we had a bit of a slot system like we have with Vue Components for when we nest things under packed scenes.
The good stuff:
- There's only one type of signal/callback instead of the three different systems Unity can use. The signaling system is well-implemented instead of feeling bolted on.
- Godot doesn't differentiate between a Scene and a Prefab like Unity does. It avoids the don't destroy on load juggling you have to do and gives you a bit more control
- Some neat shortcuts for boilerplate stuff are built into the editor. For example, if you're adding SFX, you often want to provide several similar SFX clips to provide variety. When you set the SFX in the editor, you can assign a Randomizer to it, which takes a list of SFX and plays them randomly based on the weights and mode you set. You can even set pitch and volume adjustments to add even more variety.
- The fire-and-forget tween system is very convenient.
A lot of people compare Godot to Blender. It's not at the level that Blender is at now, but it does give me Blender pre-2.5 vibes- A solid base for enthusiasts that can be honed into polished software for the masses. I hope that Godot glows up the same way.
- The complete lack of any motivation to support type hints (yes I know about stubs and the other 3rd party).
- The GraphQL situation is a mess. Graphene on again off again development and Strawberry being not quite all the way stable yet sucks compared to how baller DRF is. It's still a massive fight to get subscriptions working well. It would be nice to see the foundation throw them a bone like they did with Channels.
- A very large desk with a ton of space to tinker with things. I got an corner desk, with one wing holding an electronics workbench, and the other kept clean for working on my 3d printer or camera or taxes, etc. PC is in the center
- Monitor arms, they are just night and day better than stands
- More monitors, I went up to 3, but I've been thinking of adding more or swapping one with a lg dual up
- Stream Deck, really nice to add macros to your workflow. It's also got nice integrations with Teams and Discord for helping with calls
- Wireless headset, I use a steel series one. Very nice to be able to get up and get water or a snack during a meeting and not miss anything
- EInk notebook, I hate typing notes, and this replaced my pile of scratch pads
- Nvidia Broadcast, noise cancellation you can apply to both yourself and the shit audio your boss's laptop mic makes
Not a purchase, but I've taken the time to make some simple scripts to improve my workflow lately and it's been great. I have one that I use multiple times a day that just turns on my webcam and light, then opens OBS in virtual cam mode. When I close OBS it turns off the cam and light. It may just change 4 clicks to 1 click but it's quite nice in practice.
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https://www.theverge.com/2023/9/25/23889917/youtube-premium-...
However, I hate how they price YTP. Why is everyone so allergic to options/add-ons with subscriptions? Ideally, I just want to pay for two seat license to YTP+Music, so my wife and I can consolidate our Spotify duo plan with YTP. Failing that, I would love to pay for just YTP without Youtube music and keep Spotify. Under the current model I would have to either pay for two separate full price subscriptions for $28, or for less money, get the family plan and have 3 extra licenses I don't need. I could sublet them to friends or other family, but I don't want to mix our accounts together, and I shouldn't have to be a mini-landlord because Google won't do $14/m + $2.5/m per seat.