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Juan Linietsky
Godot Engine Technical Lead Become our patron!
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Juan Linietsky 17h
Replying to @vnen
The Matrix of GDNative Leadership has now been passed to you..
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Juan Linietsky retweeted
George Marques Oct 26
Last week we had a quite productive meeting with core devs about what needs to be done with GDNative to improve usability. It's a piece of that doesn't have a maintainer currently so I'll be wearing this hat from now on.
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Juan Linietsky retweeted
Pedro J. Estébanez ☔ #Hellrule 18h
There was a proposal for about having a reset animation that contains the default/rest state of the nodes affected by an AnimationPlayer: Better diffs of scene files! More consistent scenes! I've just implemented it:
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Juan Linietsky retweeted
Godot Engine Oct 26
The next Live Q&A with core developers will be this Thursday 29 October at 18:00 UTC. Tune in to to note the time in your local timezone :)
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Juan Linietsky retweeted
azagaya Oct 25
Testing 4.0 2D lighting system with normal and specular maps generated with
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Juan Linietsky retweeted
GameAnalytics Oct 26
ICYMI: You asked. We listened. And now our new SDK is here! 🤖 Check out our documentation and get started here:
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Juan Linietsky Oct 25
Replying to @someoneirrelev5
Godot just needs time to keep improving and maturing in my opinion, not sure if much can be done about it.
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Juan Linietsky Oct 25
Replying to @Kyuseishun
I am not sure, do betas count?
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Juan Linietsky Oct 25
Just want to say that for large part of us, the main Godot developers, we put so much effort and passion into this project that it's not always easy for our partners. So, today I put up this short ballad of appreciation :)
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Juan Linietsky Oct 25
Replying to @gamefromscratch
Still a lot of room for optimization, this is just the beginning :)
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Juan Linietsky retweeted
fracteed Oct 3
I have put a lot of work into making support multiple color themes. The idea was to make them an optional choice by the player over the default green one. Please vote in the subtweet!
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Juan Linietsky Oct 25
Replying to @rxbmz @gvanrossum
So even I myself will file up proposals or seek reviews for the PRs I do, otherwise it would be hypocritical of me to ask others to do it.
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Juan Linietsky Oct 25
Replying to @rxbmz @gvanrossum
In Godot it's not very different but I don't like to assume the role of benevolent dictator (because I can be wrong too), instead I will always try to reach consensus with the core contributors.
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Juan Linietsky Oct 25
Replying to @gabulosico
This is too difficult to make it objective TBH, everyone has their own vision and will somehow will tweak whatever statement you make to fit it. I think working together with contributors is what works best to share it and understand it.
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Juan Linietsky Oct 25
Replying to @diemendesign
But at some point if you have a large enough community, you will see different users requesting similar things, then it becomes easier to tell if something is really needed.
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Juan Linietsky Oct 25
Replying to @larsiusprime
Contributors many times, when insisting on adding a feature, go like "Ah yeah but we can ask users if they would find this useful" and this is not good either because user speculation is not that different than developer speculation. No warranty it would be useful in the end.
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Juan Linietsky Oct 25
Replying to @larsiusprime
I think it's what mostly makes the difference between successful software and that which gathers no interest. You have to be humble and assume you are not smart enough to put yourself in the user's shoes, so listening is the only way to understand what they really need.
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Juan Linietsky Oct 25
Replying to @AlienInAndy
Godot solves problems in its own way most of the time, it does not really look at Unity.
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Juan Linietsky Oct 25
Replying to @reduzio
Speculation is often stuff like "I'm sure this will be useful", "other engines do it this way", "this is faster" (though no one asked for it), "this is more flexible" (though no one asked for it), "this should be official" (though demand is very low and bloats tne engine), etc.
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Juan Linietsky Oct 25
The "vision" is to add features and improvements based on real user feedback (which mostly should be based on real projects being worked on), and doing so in a way which is maintainable. The rest is avoiding speculation about "supposedly useful" things we don't really know.
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