I gave a lightning talk about Godot as a wallpaper engine replacement via ScreenPlay[1]. I hacked this together the week before the convention and I hope to release it by the end of the month.
I want to love an app like this, but the burning question for me is, how CPU intensive is it to run? Is it comparable to running a video in QuickTime or more like keeping a website open?
Good question! There are several ways I want to combat this:
- Query all windows and check if a full screen or maximized window exist, and then pause the wallpaper. I have a prototype for handling this on Windows.
- Limit frame rate via Godots Engine.max_fps. Also in general it does 100% depend on the wallpaper of resource intensive it will be.
I haven't done any Windows GUI programming in a long time, but can't you use GetDesktopWindow and IsWindowVisible instead of querying all other Windows? Apologies if this is obvious and doesn't work.
Ohh. I had been looking for something like this. I own Wallpaper Engine but I needed a replacement for it on Linux. Have you studied porting this to Linux as well?
Do you have any good resources on how to make consistent characters or art styles? I have been meaning to dig into it for a while. I'm sure it's a combination of prompts and image2image training....been thinking about building a workflow tool for this for a while but haven't had time to dedicate to it.
Even my naive prompts are getting impressive results with midjourney and dalle3...I imagine waiting a few months to a year this problem will be solved in a much better fashion than I would be able to hack together
Heh, yeah, my work is the opposite, so I've been sticking with Bevy for quite some time at this point. Tried Godot, but I really enjoyed ECS so hard to change now...
Thank you for pointing this out. It's not a problem for a lot of people but the fundamental ethics driven FOSS user should at least be made aware that he sided with Microsoft during the worst Linux is cancer era of MS PR.
I found the talk about SwiftGodot amazing. Do we really need to be reminded in this context about what the speaker did 20+ years ago? Like, any relation to the talk or to Godot AT ALL?
Cancer quote is Balmer in 2001. That same year Miguel started Mono. But he did other things that held back the FOSS movement like support Microsoft for OOXML.
"Advocacy of Microsoft open technologies edit
De Icaza endorsed Microsoft's Office Open XML (OOXML) document standard,[15][16][17] disagreeing with a lot of the widespread criticism in the open source and free-software community.
He also developed Mono – a free and open-source alternative to Microsoft's .NET Framework – for GNOME.[18] This has raised much disagreement due to the patents that Microsoft holds on the .NET Framework.
De Icaza was criticized by Richard Stallman on the Software Freedom Day 2009, who labeled him as "Traitor to the Free Software Community".[19] Icaza responded on his blog to Stallman with the remark that he believes in a "world of possibility" and that he is open for discussions on ways to improve the pool of open source and free software.[20]"
I wonder if Godot can be analogous to Blender in the sense of their impact on the respective industries. I got my feet wet in the 3D design world and my impression is that Blender already won and the established commercial products began adopting Blender conventions and ideas to stay relevant. I'm not professional in any means and I'm sure there's much more than I've been exposed to but the power of Blender was mind boggling, is there a chance of Godot becoming the game engine?
I think Godot catching up to Unity is pretty likely within the next 2-3 years. Unity is a mess of tech debt, mismanaged, and has just burned all their good will. Godot should be able to improve much faster due to the lack of tech debt, and a lot of indie devs are motivated to help.
I agree that catching up to Unreal is not going to happen any time soon; they're way further ahead on rendering features, and constantly improving.
For Blender it’s more the other direction: they’re moving to the way of working of other tool. Before this change (2.8 ?), it was a pain for someone used to navigate any of the big player to drop into Blender.
The fact that Autodesk has since bought nearly every big package (notable exception: SideFX Houdini, Maxon Cinema4D and the Foundry Modo) helped a lot. They’re not exactly well loved, be it in special effects, architecture or CAD (though for CAD they’re all bad at the end of the day)
I like that Blender is a credible option. I would have loved to have this kind of option when I was younger - way simpler than finding Maya, 3Ds or other big package… with, erhmm, free licence let’s say.
Oh yes, I was first exposed to version 3.0 and all the tutorials that were a bit old were hard to follow and even the infamous Doughnut tutorial was re-filmed for the new UI but I also recall about some commercial pro software taking the Blender route as its popularity among the certain creatives exploded.
It’s certainly possible, I am an early adapter of Godot. It’s one of the talks we used to have on the social platforms back then. They certainly seem to manage things in the same style.
In time Godot could be quite formidable, and I argue in many ways 4.x already is. One thing is that rapid prototyping in Godot is actually fun
The GIS in Godot vision talk a bit unlucky, but amazing food for thought nevertheless. The combinatorial repurposing of open source platforms, apps, libraries etc for use cases beyond what they designed for is one of the most fascinating possibilities opening up with FOSS. It is helped alot if people adopt open standards for data exchange.
It's still for a ways to go though. Much of the documentation I've read (2D physics) is incorrect or outdated. It also kind of assumes you already know everything, which is somewhat annoying.
For those like me familiar only with the play, "Godot is a cross-platform, free and open-source game engine released under the permissive MIT license. It was initially developed by Argentine software developers Juan Linietsky and Ariel Manzur for several companies in Latin America prior to its public release in 2014."
Not sure they need to do much in terms of marketing at least. When I started using Godot in earnest last year, only a few nerds seemed to know it. In the past few months I haven't come across a single indie developer not aware of it.
Gave a look into Godot, find out the engine is deeply integrated with some custom scripting language that leads to performance issues [0] (Unreal learnt from this and got rid UnrealScript), support object-oriented design over ECS [1] and are still trying to support OpenGL when the rest of the industry is dropping it in favour of focusing on modern APIs like Vulkan [2] but progress is at least being made with Godot 4.
>Gave a look into Godot, find out the engine is deeply integrated with some custom scripting language that leads to performance issues
>Godot API is designed around GDScript: This is also not true. In fact, until Godot 4.1, typed GDScript did calls via "ptrcall" syntax, and the argument encoding was a bottleneck. As a result, we created a special path for GDScript to call more efficiently. [0]
OpenGL support is currently necessary for targeting web and certain other platforms. The industry might be trending away from it, but it is still very much used.
[1] https://screen-play.app/