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Re:Godot 4.0 will get a new lightmapper by rmvt on Saturday May 09, 2020 @06:47PM (#23128883)
as someone who just picked up godot i really hope they eventually reach a point where console support is feasible.
Re:Godot 4.0 will get a new lightmapper by nightowl_games on Saturday May 09, 2020 @06:52PM (#23128902)
I dont know if we're on the same page here. It isn't a question of engineering time. It's a legal problem. It's not going to become feasible in the way ordinary problems do.

There's a couple companies out there that will port your game to consoles for you. [1]

(1): http://www.lonewolftechnology.com/

Re:Godot 4.0 will get a new lightmapper by jfkebwjsbx on Saturday May 09, 2020 @07:14PM (#23129012)
If Godot becomes big, you can bet vendors would contact Godot to include support for their systems (under NDA).
Re:Godot 4.0 will get a new lightmapper by CJKinni on Saturday May 09, 2020 @07:37PM (#23129123)
The issue here is that Godot isn't someone you can contact to support their systems. It's an open source project. They either add it to the source, which they can't because of NDAs, or they point you to companies who have a track record of porting and publishing Godot games on Switch, PS4 and Xbox One, which they are currently doing:

https://docs.godotengine.org/en/stable/tutorials/platform/co...

Re:Godot 4.0 will get a new lightmapper by bananaboy on Saturday May 09, 2020 @11:10PM (#23130016)
It's feasible that they could do the work themselves and only allow access to a branch or patches for console to folks who have signed the NDA. This is basically how Epic works with Unreal. The Unreal source code is available for anyone to look at on github, but it doesn't include any console-specific code.
Re:Godot 4.0 will get a new lightmapper by backpropaganda on Saturday May 09, 2020 @09:29PM (#23129618)
FNA, Monogame, Heaps, Kha, and many other open source engines have closed source forks supporting consoles.
Re:Godot 4.0 will get a new lightmapper by jfkebwjsbx on Saturday May 09, 2020 @08:30PM (#23129349)
Open source projects can definitely be contacted in most cases (including Godot) and anybody can fork the project to support a given console. Vendors can publish such support under NDA.
Re:Godot 4.0 will get a new lightmapper by cycloptic on Saturday May 09, 2020 @08:39PM (#23129392)
Technically speaking, improvements to the Vulkan renderer like this are not beneficial to the two major consoles that do not bother supporting Vulkan. The console manufacturers need to get with the program if you want to have any chance of running cross-platform code on there. As long as most studios remain reliant on the small handful of middleware companies (Unreal, Unity) to supply these abstraction layers for them, then this likely won't change.

The Switch does support Vulkan but it still leads to the problem of the walled-garden and NDAs which has already been discussed here at length, and also prevents any further abstraction layers for consoles from being developed by anyone besides these approved middleware companies. If the open source aspect is important to you then I would suggest avoiding these walled-garden consoles completely.

Re:Godot 4.0 will get a new lightmapper by Arelius on Saturday May 09, 2020 @10:00PM (#23129749)
Lightmapping is mostly a bunch of higher-level infrastructure that is mostly portable between rendering APIs, there is often some additional amount of work that has to be done per API but I generally expect it to be minimal.

I don't think the console manufacturers have many incentives to work too hard on supporting these shared APIs. Their business models make it much more valuable to provide higher performing and more specialized code that works better on their console. And that price generally ends up being pretty small and well worth it for a team maintaining their own engine. And that math only becomes more insignificant the more teams are switching to the main engines such as Unity and Unreal.

Re:Godot 4.0 will get a new lightmapper by cycloptic on Sunday May 10, 2020 @05:54AM (#23131453)
Of course lightmapping is just one part, but the major focus of the 4.0 release is the entirety of the Vulkan backend. There is a lot more code there than just this.

I don't think your second paragraph is quite true and it's only because Vulkan is already supported on one of the consoles (Switch) and has been promoted by them for years as a way to make it easier for PC developers to port their games. There are also things like MoltenVK (which was a prime motivator for Vulkan support in Godot) that prove that there is some demand AND that other companies are willing to pay the expense of maintaining it, so it's not something that has to cut into their business model or mess with other products either.

Re:Godot 4.0 will get a new lightmapper by Arelius on Wednesday May 13, 2020 @06:27PM (#23172550)
I'm actually not sure if Switch has a shippable Vulkan back-end. They've been saying they have Vulkan support for years, but at least 2 years ago there was no Vulkan support to speak of.

Even if it is now finally supported, most of the game developers I know of are using the NVN backend.

Re:Godot 4.0 will get a new lightmapper by Mikeb85 on Saturday May 09, 2020 @10:33PM (#23129870)
You can publish to consoles with Godot. The issue is that the console makers don't give anyone access to their API without being officially licensed developers (and signing an NDA) so there's no public export templates. However there are several companies that help with this and I believe the Godot devs do as well if you can prove you're a licensed developer.
Re:Godot 4.0 will get a new lightmapper by georgeecollins on Saturday May 09, 2020 @08:38PM (#23129382)
Also, if there is enough of a market for it, someone can maintain a version of Godot as a company (like RedHat) and then you can use that version for consoles, although obviously at some cost. If Godot grows, that could be an interesting business for someone on HN.

I really like Godot. It's not as full featured as other engines but it feels very logical and clear.