Meanwhile, if you have more than 32 or so colors in a palette swatch, the color picker becomes permanently unusable for your project.
Godot is so driven by whatever sounds neat to work on that it has three completely different rendering systems, all buggy and mediocre. At least two shipped tilemap systems, one deprecated. And several systems like its autotiler where the community standard is to never use the built in one and to always replace it with a well known, much better add-on, and then to have to remember to avoid all the built in UI nudging you towards the built-in one.
Such a weird foundation for a project. Tons of hype but not a lot of successful games relative to usage.
Directly from the dev of that game, who - since so few successful games have been released with Godot - often has random people point to R2V as an example:
> this game is far from being the "Godot 3D Showcase" game since I hardly even use normal maps and most of the assets are just low-poly shapes without any modern techniques (like PBR or photogrammetry)
So... One sequel that was a guaranteed success from day one, using any technology?
Slay the spire is also one of the least demanding games, in one of the least demanding genres, for a game engine. In fact the devs specifically pointed this out in their article a year or so back when they discussed testing Godot for viability.
The contrast of your two perspectives kind of illustrates the information void (of quality vs price) in the article.
At Walmart it's common to get jeans (including Levi jeans) for < $20. But how long will they last? I honestly don't know, and even more I don't know how to definitely pay more for better quality.
Yeah I get that but it's not as though we're on a forum for foodstamps recipients. The median income on HN is no doubt top 10% in the nation and often far higher. Talking about $99 jeans as some great luxury is literally from a different universe.
So long as I'm fortunate enough to be able to clothe and feed my family, I'm not giving Walmart -- probably the most destructive company of all time -- any of my dollars and I don't care how cheap the shit is there.
This is a trend, perhaps with most parents, but definitely with fathers and especially with the sorts of hyper focused, contemplative, creativity/engineering-minded fathers who might hang out on hacker news. At least in my anecdotal experience.
What I've found is that as my 2.5 year old gets older it gets easier and easier for me. The ratio of cool shared experiences to frustrating noise gets higher and higher.
We've just had another child, still very much a newborn, and now that I have something for contrast I see how much harder that was. To some degree the frustration and grind of very young kids had faded into the background of my memory.
The older kid helps though as a concrete vision of what we're moving towards.
I also have been surprised by how fun fatherhood is.
When kids are days, weeks, months old, they're constantly experiencing new things. That's the first tree she ever saw! It's amazing to experience the world through them.
When they're a couple years old, you see them learning and connecting and developing a unique personality. I love it when my two year old picks up on things that I missed, or teaches me something. And it's kind of awesome to be someone's superhero for however long this lasts.
I don't know how it goes after this but so far the trend has been that they get more fun as they grow...
> I also have been surprised by how fun fatherhood is.
Same here. My son is approaching two, and he's a blast. He can be tiring, he can be a big ol’ mess, but he's never boring.
He's healthy and he eats well and he's a good sleeper, so he doesn't give us much to worry about. He charms everyone he meets, he explores everything, and every day is just a fireworks show of new delights and discoveries. I go on a business trip for 2-3 days and I come back to him doing new things.
I work from home 95% of the time, with most of my colleagues a continent away. So I'm definitely home and present in my son's life nearly all the time, probably more so than many parents given that I don't have any time occupied by a daily commute.
I partially agree with you, but additionally there's a whole set of employees who would be clearly redundant in any given company if that company decided to just use a simple, idiomatic, off the shelf UI system. Or even to implement one but without attempting to reinvent well understood patterns.
One reason so many single-person products are so nice is because that single developer didn't have the time and resources to try to re-think how buttons or drop downs or tabs should work. Instead, they just followed existing patterns.
Meanwhile when you have 3 designers and 5 engineers, with the natural ratio of figma sketch-to-production ready implementation being at least an order of magnitude, the only way to justify the design headcount is to make shit complicated.
But every company I worked at in the past 10 years or so eventually coalesced around a singular "design system" managed by one person or a small core team. But that just goes back to my original point - every company had their own design system, and there is not a single, industry-wide set of "rails".
The bigger issue I see with "got to keep lots of designers employed" problem is the series of pointless, trend-following redesigns you'd see all the time. That said, I've seen many design departments get absolutely slaughtered at a lot of web/SaaS companies in the past 3 years. A lot of the issue designers were working on in the web and mobile for the 25 years prior are now essentially "solved problems", and so, except for the integration of AI (where I've seen nearly every company just add a chat box and that AI star icon), it looks like there is a lot less to do.
> But every company I worked at in the past 10 years or so eventually coalesced around a singular "design system" managed by one person or a small core team.
As a designer, the issue I see is that desktop design requires knowledge and experience of the native toolkits.
This makes desktop the hardest platform to design (well) for.
For example, on macOS you need to know about where the customisation points are in NSMenu, you need to know a little about the responder chain etc.
Most designers only have web or mobile experience, and the nuances of the desktop get lost, even at th design stage. You end up with a custom and shallow system that is weird in the context of the OS.
You also end up with stuff like no context menus, weird hover states (hand cursors anyone?), weird font and UI sizing (why are Spotify's UI elements literally twice the size of native controls? The saving grace of it being an Electron app is that I can zoom out 3 steps to make the UI size sane). I digress...
I've heard exactly the same response before and I shared your reaction.
The other thing that makes "dogfood" make sense is that sometimes you aren't the direct target audience of the product. So: would you feed this to your own dog?
The average person generally seems less than neutral to see me.
Many people aren’t just openly hostile, they make a point to immediately let you know they aren’t here to help, they’re here to make everyone’s life less pleasant.
With people, there are many scenarios where if you’re out of line, disagree, that’s it. You’re done. They’ll never ever consider you worth any reasonable sort of treatment.
Do you consider the implementation of such specs by another human to (always) be correct and deterministic?
Heck, if I reimplement something I worked on a month ago it’s probably not going to be the exact same. Being non deterministic needn’t to be a problem, as long as it falls within certain boundaries and produces working results.
> I feel like you can't really be considered a staff/principal if you can't already tell ahead of time where the perf bottleneck will be just on experience and intuition.
I have a Honda Hybrid CR-V and love the drivetrain. We're waiting until Honda moves that drivetrain into the Odyssey (which is the van we want... probably what you have, hah)
Godot is so driven by whatever sounds neat to work on that it has three completely different rendering systems, all buggy and mediocre. At least two shipped tilemap systems, one deprecated. And several systems like its autotiler where the community standard is to never use the built in one and to always replace it with a well known, much better add-on, and then to have to remember to avoid all the built in UI nudging you towards the built-in one.
Such a weird foundation for a project. Tons of hype but not a lot of successful games relative to usage.
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