{"author_link":"\/users\/brocoli","author_name":"brocoli","author_uid":"brocoli","comments":[],"epoch":1543705776,"event":"LD43","format":"md","ldjam_node_id":130757,"likes":5,"metadata":{"p_key":"123852","p_author":"brocoli","p_authorkey":"1122385","p_urlkey":"339941","p_title":"Learning Godot 3","p_cat":"LDJam ","p_event":"LD43","p_time":"1543705776","p_likes":"5","p_comments":"0","p_status":"WAYBACK","us_key":"1122385","us_name":"brocoli","us_username":"brocoli","event_start":"1543536000","event_key":"71","event_name":"LD 43"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD43","removed_author":false},"_superparent":120415,"_trust":1,"author":122385,"body":"We're learning how to use Godot 3 during this jam!\n\nSo far the experience has been way better than I could've hoped for. With only one major exception, Godot is looking to be the best game engine I've ever worked with!\n\nThe major exception is the InputEvent system. As far as I've seen, there's no easy way to set the touch focus (no, setting \"touch is handled\" is not enough). There's also no distinction between the moment of state change and state held, physics colliders handle mouse\/touch input in a different way, and all of those things lead to major pains when working with mouse\/touch inputs. (Handling multitouch seems nigh impossible too...).\n\nOn the other hand, Godot thankfully does not use Box2D for its 2D physics, and it SHOWS (that physics engine is awful, I wonder why so many engines use it).","comments":1,"comments-timestamp":"2018-12-01T23:16:34Z","created":"2018-12-01T19:30:58Z","files":[],"files-timestamp":0,"id":130757,"love":5,"love-timestamp":"2018-12-03T03:43:47Z","meta":[],"modified":"2018-12-03T03:43:47Z","name":"Learning Godot 3","node-timestamp":"2018-12-01T23:12:47Z","parent":130604,"parents":[1,5,9,120415,130604],"path":"\/events\/ludum-dare\/43\/jamming-dilemma\/learning-godot-3","published":"2018-12-01T23:09:36Z","scope":"public","slug":"learning-godot-3","subsubtype":"","subtype":"","type":"post","version":377383},"node_metadata":{"n_key":"130757","n_urlkey":"339941","n_parent":"130604","n_path":"\/events\/ludum-dare\/43\/jamming-dilemma\/learning-godot-3","n_slug":"learning-godot-3","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"122385","n_created":"1543692658","n_modified":"1543808627","n_version":"377383","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/43\/jamming-dilemma\/learning-godot-3","text":"We're learning how to use Godot 3 during this jam!\n\nSo far the experience has been way better than I could've hoped for. With only one major exception, Godot is looking to be the best game engine I've ever worked with!\n\nThe major exception is the InputEvent system. As far as I've seen, there's no easy way to set the touch focus (no, setting \"touch is handled\" is not enough). There's also no distinction between the moment of state change and state held, physics colliders handle mouse\/touch input in a different way, and all of those things lead to major pains when working with mouse\/touch inputs. (Handling multitouch seems nigh impossible too...).\n\nOn the other hand, Godot thankfully does not use Box2D for its 2D physics, and it SHOWS (that physics engine is awful, I wonder why so many engines use it).","title":"Learning Godot 3","wayback_source":[]}