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I gave up on godot (for now) because it lacks basic math functions like mat4/vec4 operations and access to the projection matrix in the camera.

Switched to unreal, but it's taking way me way longer to figure out.



> it lacks basic math functions like mat4/vec4 operations

Really? A game engine without linear math built in is like a web framework without JSON support.


It does have vec3, mat3, mat3x4 and the camera does have things like raycasts.

It's been a few months since I tried godot so I forget all the missing math stuff that made me give up, but I remember there were a bunch of small annoyances due to the lack of mat4/vec4 like unable to use homogeneous coordinates


Yeah it's pretty hard to do real 3D work without homogenous coordinates. Seems like a huge oversight.




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