Trombonest VR: My First Godot App
I’m done developing the first version of Trombonest and hope to launch it soon.
In the meantime, I’m prototyping new features that I think will be cool in the near-future and coming up with a prototype of the the next instrument I’ll release.
Initially I had planned to release 1 app every month this year, but it looks like I finished Trombonest about 3 weeks into February so who knows if I’ll be able to keep to that.
I learned a couple of things on this project:
Cost of Platform Switching
There is a constant cost to switching platforms. Mastery happens when you choose one platform and stick to it.
I felt the same when I made McHoops as my first native Swift/RealityKit.
There’s like 2-6 weeks of banging your head at the wall because every platform has like 20-30 gotchas which are obvious for the people writing tutorials.
Like the Remote Debug button in quest looks like a screen so I manually installed my app via adb install for the first few days.
I don’t want to switch platforms anymore.
Readable Metadata is Invaluable
Unity has those .meta files which are completely unreadable. I just checked them in without knowing what’s going on.
Every .tscn file in Godot is just a text file because the Godot developers don’t have anything to hide.
I iterate faster with Godot than Unity. I get stuck less since I can tell what changes in a scene in each commit.
Godot Beats Unity
Unity often has N ways to do some common task. There’s two ways to implement UIs that I know of. Godot has one.
There may not be a rich addon ecosystem in Godot so I might end up writing some code from scratch, but it feels damn good to not have to worry about my engine going rogue.