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Why this is not an Addon? #1
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I started out with an addon and the performance was to atrocious to be used at runtime. If you have a long animation with many keyframes and tracks the C++ version can currently create some small stutters but the addon would freeze your entire game for seconds. After the addon trial and error I created a core implementation first for my own need and later decided to transfer it to a module to make it more shareable. So the primary reason why this is a module and not an addon is performance but also history. What I could do in the future would be to provide a downsized addon version that has only baking features for inside the editor. |
@smix8 Thanks for sharing, especially offering Proof of Concepts on regular basis what Godot could do in terms of 3D character/humanoid animation! |
Oh Godot can do a lot, sometimes far more or better than other established game engines. Godot and I share the same issue, we are either bad or don't care about marketing. |
@smix8 The whole MIT Open Source is key why I work on Godot. Keep advincing. I do the marketing for U :-) |
Fixed by commit 23da6b9 GDScript testversion for Godot 3.x is now available. Created a new branch for GDScript found here: |
@smix8 Can you please share why this is not as Godot Addon?
I have seen other addon register a new Node Type. Is this a performance issue that we are not aware of?
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