(game_engine)

en.wikipedia.org/wiki/Godot_(game_engine)

>Video playback using the Theora codec
>Audio playback of Ogg Vorbis and WAV codecs

>No AV1 or VP9 support
>No Opus or FLAC support

INTO THE TRASH IT GOES

Attached: 640px-Godot_logo.svg.png (640x259, 23K)

Other urls found in this thread:

en.wikipedia.org/wiki/AV1
blogs.unity3d.com/2018/03/26/releasing-the-unity-c-source-code/
old.reddit.com/r/programming/comments/8729wr/godot_engine_godot_is_doing_well_at_gdc_2018/dw9u09m/
godotengine.org/article/godot-doing-well-gdc-2018
opensource.org/osd-annotated
tof.p1x.in/html5/
twitter.com/AnonBabble

> flac for vidya
Brainlet

>hurr it's too big to download
How's having shit internet treating you?

Are you retarded, brainlet?

FLAC lossless audio is smaller than uncompressed WAV

You cant be this stupid

test

nigga are you gonna make games or watch letsplays with this

Ogg lossy audio is smaller than FLAC

>opus, av1, vp9, flac for video games
are you fucking retarded?

Faggot, AV1 or VP9 is better quality and better compression than Theora

Same with Opus being better quality than Vorbis, allowing for smaller downloads

Fuck off, faggot. Godot is ok.

But larger than ogg.
> thinks people actually listen to vidya music
Lel

>not wanting the best audio quality for everything

I can't hear shit with my FOSS headphones, i don't care about audio quality

>using cpu heavy formats for gaymes
absolute retard

Just add it yourself with GDNative.

>THE POWER OF OPEN SOURCE SOFTWARE

just leave
gamedev is for niggers

All the engines are open source now, even UE4.

jewish tricks.

UE4 isn't open source. The source code is viewable, but not open.

Indeed indeed.

No audio/mastering engineer has ever bounced/mastered to flac. You're the tard

If you wanted an open sourced engine you'd make one yourself.

No one cares Kojima, you dont need 30 hours of video footage to make a good game.

Kojima never actually use FMV on his games.

> Death Stranded
no one cares but Sony/Metal Gear cucks
The last good Metal Gear game wasnt even made by him; it was the Twin Snakes which was a remake of a 1996 game.
Kojima is a fag who was too busy focused on being a snowflake in shit games and releasing demos (lel) as games.

I'm not saying he's good, just that he don't use video files, mostly because he can cram more hours of video by going realtime.

I think the guy was talking about cut scenes. There is too much talky talky in games these days. I played BoTW by skipping everything. I literally dont care about some bullshit story.

When you code it

If these are so important, why haven't you added support yourself?

>the source is open, but not open
I think you meant that it is open source but it isn't foss.
I'd post that link to that 'why open-source misses the point' thing from stallman but I'm lazy so plz google it.

>No AV1 or VP9 support
You misspelled "avi"

Are you fucking retarded?

en.wikipedia.org/wiki/AV1

AVI is a container. You can put whatever coded video you want in it (MJPEG, MPEG-2 Video, H.264 etc)

Isn't it open source? Just do a pull request, sweetie.

Is this actually good? Some good things developed with these?

Mainstream engines like Unity and Unreal tried to cuck Casinos/Gambling companies to pay very expensive licenses.

The Casinos/Gambling companies began to sponsor an open source alternative.

Is Godot overkill if I just wanted to make a text game with a slightly fancy interface?

Can someone explain to me why audio and video codec support should be integral part of a game engine?

>Some good things developed with these?
Literally nothing of note has been made with Godot.

That's not true, I have seen some porn games written with it and they usually work without problems in linux. Unlike that abomination of unity that uses nonstandard extensions and that retarded bloat of unreal.

it's open source, just not free
this is why stallman dislikes the term "open source", since it doesn't necessarily imply freedom

>FLAC
>in videogames
Are you retarded?

>Lossy audio is smaller than lossless

In other news, the sky is blue

I think you are allowed to make patches, which is better than Unity3D, which forbids changing/compiling/patching the source:
blogs.unity3d.com/2018/03/26/releasing-the-unity-c-source-code/
A bit fucked up if you ask me

You sure? FLAC has lossless compression and can store metadata. Both make it just plain better than WAV; and I'm pretty sure I've seen WAV used in mastering.

wav supports metadata
remember, it's not a raw format, it's a container
as a side note, it's also not necessarily uncompressed, either. linear pcm is just one of the formats it can contain

Source?
That sounds like an interesting story if its actually true.

Yes, you can do that with most programming languages standard libraries

>it's harder to make shitty interactive movies with godot bawwww
Modern game devs in a nutshell

Let me explain it because it seems you cannot figure it.
and meant that FLAC is a bad choice as it results in large file sizes.
Lossless audio is not used for videogames.

I've definitely seen games use WAV

most games don't have enough music for that to be a problem
imo it's worse to go too far the opposite way
remember UT03/04? it's music was stored as 64kbps vorbis. a 6 CD game, and the music sounds like shit. just great.

I guess it can be used for sound effects, but I'ld expect background music, soundtrack and dialog to be in lossy format (mp3 or ogg are the usual choices).
>most games don't have enough music for that to be a problem
I guess you're right on this.

one that comes to mind is left 4 dead 2, which has tons of wav files
> find . -name "*.wav" | wc -l
26534
... yeah
one time i compressed them all to adpcm wav files (since the source engine supports that), and i saved a couple gigs

>waah this game engine doesn't support web video formats or archival audio codecs

>I guess you're right on this.
might as well add, that games that /do/ have a lot of music, tend to have a focus on the music (like rhythm games), and for those it makes even more sense to use high quality formats, since the music is the meat of the game

Lol Nice

There are games and games.
320 MP3 should be enough for general gaming purposes, background music.
Now, if the music it's a big part of the game and it's well integrated such as cinematic cuts and tension build and had lots of human work such as orchestra then yes, FLAC or WAV it's required

Attached: 1531369272779.jpg (677x673, 62K)

If you use mp3 a proprietary codec then you're an idiot. No engine wants to pay royalties for a white noise generator

mp3 license expired and it's a free codec now

Ogg (and vorbis) is irrelevant seeing as how it's superseded by OPUS, an all around superior format.

Same with mp3

FLAC is Lossless Compressed

>opus
>no 44.1kHz support
>superior
lol

it used to be, as of last year all the patents have expired, so it's free game now
it's still a shit format though

>list of games that uses godot

Attached: y2Kejxh.jpg (1920x1080, 250K)

>why won't the codec use some weird 2002 cellphone microphone recording music out of TV speakers bitrate
The funny thing is, 96kHz Opus is STILL lighter than your negro rate.

old.reddit.com/r/programming/comments/8729wr/godot_engine_godot_is_doing_well_at_gdc_2018/dw9u09m/

godotengine.org/article/godot-doing-well-gdc-2018

Thanks

>no AV1 or VP9 support
While you're at it, don't forget to trash the very imageboard you're on.

opensource.org/osd-annotated

Vorbis isn't bad. It only requires 16 kbps more than Opus for similar quality.
Don't call the codec just "Ogg". That's the container.

Attached: audio codec bitrate.png (933x763, 59K)

Click on Download, Wait a few minutes, ENJOY FOR 5 HOURS (btw the AI cheats heavily in scenario 11-14)
tof.p1x.in/html5/

Built with Godot btw

NAME ONE (1) GOOD GAME MADE IN GODOT.

Nigger can you even read. I posted a link to tanks of freedom.

Then add it!
Or pay someone to do so...

name one good game made on any engine, in before fortnite

That's just a definition written by people trying to avoid using the term free software, I've seen stuff where even stallman says that open source and free software mean different things now.
There's a reason why we say foss now.

I think most devs just say "open source".

I mean, yeah, but those cares usually don't care if the license is restrictive or not.

To most devs the only thing "open source" means is that you can download the code for free on github.

>Lossless audio is not used for videogames.
I remember the PC version of some game
(Think it was Titanfall?) was fuck huge, because they used lossless audio to cut down on the decoding overhead.
So i guess it's an option if you want to squeeze out as much performance as possible.

a sampling frequency is not a bitrate but ok