Thrive in Godot tech test

works pretty well with my slow as a snail laptop, and everything is working fine.

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It runs smoothly in my laptop too.

It is smooth no lag but the begging after the intro lags for some time abd then it goes fine. Mostlikely its just loading stuff.

Finally I can play on Ubuntu 18.04. When I click on “New Game” it lags a bit, but for a short time, after this it runs smoothly.
I have an Intel HD Graphics 4000 and an Intel i5-3230M 2.60GHz

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I tested again and the lag disappeared!

Everything runs smoothly and I’ve not encountered any lag at all.

Specs: PC Setups - #41 by blackjacksike

Good work gentlemen. The dev team is to be commended.

But changing the engine to Godot would mean not worrying about the engine anymore, right?

I think these responses are a clear indication that the switch should be done. Hopefully this will be the last time this concern appears. I’m sure remaking the game two or three times is frustrating. After that, the focus can be on content development (which I will support with the highest tier on Patreon).

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That’s the hope. Godot is currently progressing at a good pace (Godot Engine - Blog) so if that keeps up, Godot will keep being an excellent choice.

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Not that it really matters at this point, but I’m much more adept at coding in GDScript that C++, so, provided the script language changes too, the engine change will very much help me join the team. I hope it follows through.

In fact, if it all comes down to it, I’d totally convert the game’s code into GDScript if that would be acceptable.

Any thoughts?

I don’t like GDScript. We are using C# with Godot to work on the new version of Thrive. As I think it is much better to make a game with C# than with GDScript.

The code for the new prototype is on github already: https://github.com/Revolutionary-Games/Thrive/tree/godot (note that there’s a bunch of not-yet deleted files on that branch)

Oh. C#? I can code that too, lol. I just hate C++.

So that’s still great news. Thanks for the info, hy!

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Are we still using AngelScript for the more gameplay-related features, by chance?
Edit: Oh, sorry about the double-posting.
Edit 2:

That’s good to hear! This is like, the most awesome news ever. Especially since my birthday is tomorrow, lol. This really made my day. Thanks!

Stop double posting. Edit your posts instead with the pencil icon.
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It will all be C# as long as there aren’t performance problems, in which case we might need C++ modules.

Btw you should vastly prefer editing your posts instead of making multiple posts in a row.

If you are replying to something that was posted after your post, you should make a new post instead of editing. It’s a bit weird when earlier posts are replies to later posts…

Man, my forum etiquette is rusty. Sorry about that.

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Just happy to see this change, I am excited to see the future development =D. All the best Devs. @hhyyrylainen

The test build doesn’t make my laptop’s fan roar. Great to see that.

I’m a little curious about the choice of C# instead of C++, which was the most used programming language for Thrive

The GDNative interface that is needed to be used with C++ for Godot, isn’t covered by their documentation. It also makes exporting and compiling games much harder because you need to manually do that. The C# support in Godot is more built in and allows things like easy exporting to all platforms and easier setup. The only reason why a mac version is possible with Godot using C# is that it doesn’t need any custom compiling per platform.

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