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Is tbloader still in development? #75
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Not actively by me right now. I will probably get back to development on this if I get back to my Godot projects and am not satisfied with the new Qodot. If anyone wants to take over maintenance, I'm open to discussing it 😸 |
That's a shame, this was so good and way better than the original Qodot and worked with gdscript so well. |
@codecat I'm willing to continue the development and maintenance of this project but my approach has been controversial here in the past so it may not fly. My agenda would be to take anything that didn't require top performance and continue to develop it in GDScript. My reason is simply to lower the bar for new contributors. |
I do think its pragmatic to utilize GDScript wherever performance isn't critical. |
I think it was written in cpp to speed things up, Qodot 1 was based on gdscript and was slow, Qodot 2 is using mono to keep the speeds improved and I think tbloader probably should stay as extension for the speed (if there's further development). |
@elvisish to clarify, when I said
All easily achievable in GDScript with little impact on performance. Any furthering of the map reading and mesh building must remain in C++ |
Oh I see, sorry I understand now. To be honest, I've never really known why Qodot or TBLoader would need particularly good performance as they build static level geometry, nothing relies on runtime does it? |
@elvisish I'd love to see runtime options for Godot based map editors or community map loading. Even if it's not at runtime the development workflow would become painfully slow. |
Is there any way of getting this forked and working for 4.1? I tried using Qodot today as an alternative now TBLoader is depreciated but everything in my project was broken in the mono editor, so many errors, TBLoader just... works. |
Please don't let this fantastic plugin die. 4.2 or any future Godot version could break something and we would be left only with Qodot that needs the Mono version of Godot |
Don't worry, I'm usually around to do updates if stuff breaks, even if I don't actively work on adding new features at this point in time. Just let me know if a big update comes out and breaks it 😄 |
I actually wish development could continue (if not here then maybe a fork), because I find this to be a much better approach than Qodot. I find Qodot overly complicated, and highly prone to mistakes, due to its over-reliance on Godot resources (the interface of which has also been terribly clunky so far). And now it requires you to install .NET crap to use it with the mono version... But I think there's improvements that could still be made to TBLoader, and it's a pity if it stops here. E.g.
There's a whole lot that could be improved. I'm personally not great with C++, so I don't suppose there's much I can do about it. :( |
I'm thankful the dev is willing to fix the plugin if any new godot version breaks compatibility but yes, if someone else can step in and continue development would be awesome |
I have to admit, though, that it's way easier said than done. I really needed some of my suggestions for my project, so I decided to try to put my own ideas to the test, and take a bit of the rust out of my C++, and I've managed to get some things done, (EDIT: actually managed to get it working. Will see how it how it fares as I use it.) On the other hand the post-import passes were easier than I thought, and a single one is actually enough. From there, users can gather up all entities (children of TBLoader node) and do a pass on each of them however they want, and also set up navmeshes, occluders, GI, whatever. In my code I put the root node of the map scene to good use: if the root node has a script that implements the post-build function, it gets called. I also added a pre-build pass, just because why not (I can't think of a use for it, but it's just another function call). I also played with the idea of having a separate script for that same purpose. So I have both options currently implemented. I've been doing all this in Godot 4.1.1 for now. |
4.2 RC1, still working fine :) |
Interested if it's abandoned or if there's still plans on developing tbloader futher?
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