Funding reorganization and follow up
Added 2020-05-05 13:15:45 +0000 UTCThis is a follow up to the previous post about reorganizing how our fund flow happens. As many know, we got an Epic Megagrant two months ago which basically has been used so both I (Juan) and George Marques can work full time paid by it (the Megagrant was specifically requested and granted for working on rendering and scripting, can't be used for anything else).
Rémi remains hired by the donations, and we also raised his wage a bit, because he lives in Denmark, where cost of living is very high (and because he is working tirelessly, of course :) ).
While we had other contributors in mind for hiring, it's getting difficult to do so, as many companies are now starting to use Godot and they are able to hire and pay them considerably better than we can at this time. In the end, we are only able to hire those who really prefer to work directly for the project, even if being paid less.
We don't discard hiring more contributors in the future but, for the past months we decided that it might be best to just let some donations accumulate and (when we have enough saved up) use them to hire specific contributors (or companies owned by those contributors) to do specific work packages.
Examples of work packages are, tasks like:
* Improving the documentation browsing experience (better search, allow users to ask questions or write comments), as well as paying educators and technical writers to improve the quality of the docs themselves.
* Hire contributors or external developers to improve specific aspects of Godot, such as performance in some areas, editor usability, or just adding new features.
We have been working on putting together those work packages, but it still takes considerable time to write them and then to find someone who may be interested in doing them, see how much it would cost the project etc. We have been thinking of holding monthly meetings with the core contributors to discuss proposals, work packages, etc. and decide which ones should be done, who should be hired etc. The results and what was discussed will be posted here and in the website, so our patrons and sponsors can know what's going on and give feedback.
Unfortunately this does not map perfectly to how Patreon goals work, so we may need to keep a more generic "hire developer" goals and use the average of how much they cost us per monthly hours. Blender is doing this approach and it seems to work for them.
And then again, we definitely want to give back to our patrons, I think the previous suggestions and discussions gave us a much better idea about this, so we'll proceed back too.
We'll discuss this and then will do a reorganization as soon as possible!
Comments
For me, the top resolution I want, is 2K ( 1440p ), running at 60 fps, beyond that, since that gives me realistic, believable stuff, 3D, I don't want the poly jungle in Unreal demo . . I'm more interested in the engine becoming more user-friendly, like stronger particle system, a good decal system, other stuff, that HELPS me make the games, resolution doesn't make games better, in fact they lose the charm, the pixel look, that's so lovely . . So, please consider making it 1. more user - friendly and, b. expand the core features, so they are stronger, and make a ' enough's enough ' ceiling, for the resolution, then work on other features, after that . . That's my wish, but I have ONE opinion, among many, when Godot runs 1440p, at 60 fps, I don't want more, than a decent, good PS4 quality visual style . . Thank you, for your time <3
Jasper Brooks
2020-06-10 13:26:47 +0000 UTCIt's hard to complain, when I'm getting 98 % what I want, already, I think you deserve more support, money, but the best I can do, is to make some games, and help the engine that way, so people see what it can do, and, make tutorials . .
Jasper Brooks
2020-06-10 00:04:21 +0000 UTCMost important, a. Vulkan now and, b. do some polls, ask the community what they want most, and c. keep doing what you're doing <3
Jasper Brooks
2020-06-10 00:01:23 +0000 UTCThe advantage you have, over commercial engines, is that public schools can begin using Godot, right now . . It's basically a place, where you have a advantage, over commercial engines, and Godot is very good, very user-friendly . . I would keep making the engine, but have in mind, that it should become a software, that is to be used, in public schools, so it is very user-friendly, becomes simpler, without losing functionality, ie work towards making the engine geared, towards that, maybe . . As always, your ideas are better than mine, so I will wait and see, what you do, Thank you . .
Jasper Brooks
2020-06-10 00:00:26 +0000 UTCOh, one thing, consider adding some open source fonts, to the inbuild ones, there is a nice place, called open foundry, with some nice fonts, they have 10 - 12 standard ones, not many more . . It feels a bit weird, one has to add fonts, most programs with typing, or so, have SOME fonts that come pre-packaged . . Consider picking 3 - 4 standard good ones, Times New Roman, Garamond, Courier, Ariel, or similar, it feels a bit broken, one has to add ones own fonts, which is nice for custom stuff, anyway fonts take very little space, consider Times New Roman, Ariel, Courier, Vindana, some open source ones, that gets the basic jobs done . .
Jasper Brooks
2020-06-09 23:53:57 +0000 UTCNo matter what happens, I can't complain about what is already happening, it's so awesome <3 Thx
Jasper Brooks
2020-06-09 23:49:06 +0000 UTCSo, you know, this Godot engine, is so amazing, consider expanding it, to school and, universities, as a teaching tool, for teaching a code language, visual script, 3D, simulations, other stuff, since Godot would be good, for teaching math, physics, other stuff . . I'm not sure if that's possible, but Godot could be taught in school, as part of math, art-class, music ( sound design ), many other things . . . Because it's free, public schools could use it, maybe make a tutorial series specifically designed at public schools, at various levels . . It can be used to simulate bio-mechanics, bones, cars, physics, many other things . . And, it both has GDScript, C#, and Visual script, so there's a place to begin, for everybody, learning code, etc etc . . Anyway, it would be cool if you somehow could ask some schools, to try and teach a subject, like math, or physics, in the Godot engine . . open source means, public places can use it, schools, universities, without any problems, anyway, an idea, Godot would be a GOOD place to start learning code, which is a very used skill, also 3D graphics, other stuff, and it can be used for fun, art, games . . . I would MAYBE look there, as a next GOOD place, to move the engine, instead, of pro game studios . . As always, you guys now BETTER than I do, I will wait to see what you do, I honestly feel, I can learn 200 % more, from you, just watching, so you decide, I'll be happy, with what we are currently getting, so you know . . .
Jasper Brooks
2020-06-09 23:48:13 +0000 UTCI feel a bit ashamed, I'm not giving more, to Patreon, like I should give more, already . . I give 60 dollars each month, but tbh, you deserve 100 - 120 for what I'm already getting . . Good job, you are amazing, <3
Jasper Brooks
2020-06-09 23:42:14 +0000 UTCBut, too many bugs, also sad . .
Jasper Brooks
2020-06-09 23:41:01 +0000 UTCI will continue to look, at what you do, RIGHT now, the stuff we're getting, I'm a VERY happy Patreon, but want more Godot <3 Thank you, well one thing, it would be nice if there was a make your first game tutorial, using Visual script only, in the docs, with some use cases, and examples of the most common nodes . . Tbh, we are getting so many good things, it's hard to complain . . I hope the decal system will be really strong, also global illumination, and Vulkan, my only complain is, that you don't hire some external experts, like KhronosGroup people, to get Vulkan faster, or well I guess you are better yourself, at working the engine, updating it, but I am VERY upset, we are not getting things FASTER, like I want 4.0 NOW <3 Thx . .
Jasper Brooks
2020-06-09 23:40:49 +0000 UTCI wanted to ask for a better, easier particle system interface, and functions, but you are already working on those, as well, saw on Facebook . .
Jasper Brooks
2020-06-09 23:37:55 +0000 UTCI think you are doing an amazing job already, I can't wait for the features you have already talked about, I feel my Patreon contribution isn't worth what I'm getting, like you deserve more . . .
Jasper Brooks
2020-06-09 23:36:42 +0000 UTCYes and no. That's not because you use the engine and even make a game that you have $5/month to spend. And some people can spend much more, even if they do not release anything.
Christian Baune
2020-05-26 14:33:40 +0000 UTCAnd if you make anything with Godot like videos or actual games, I think $5/month is really the least a person could do to help build this incredible ecosystem.
Ryan Scott
2020-05-14 22:07:41 +0000 UTCI do think we should also promote a bit more than the project is supported in this way and that folks can contribute. It doesn't have to be more pushy just more prominent. Upon bootup adding a link to patreon page would really be helpful, its such a small thing but that we don't have it is missing an opportunity. Right where it shows the platinum sponsor it could say its also supported by patrons like you with a link. Nothing major, but we should at least try, A single entry in the about menu would be helpful as well.
Ryan Scott
2020-05-14 22:06:34 +0000 UTCI wanted to ask - is there some kind of roadmap where people can join specific efforts that can be progressed by volunteers (while the core/critical parts can be left to employees/contractors)? It seems that this way we can move the project in one direction, without various people fixing *some* errors (which are important?) and adding *some* features (like the latest batch which is long overdue, imho). This way we would have smaller, more organized workgroups.
red1939
2020-05-11 07:27:50 +0000 UTCBetter real-time ambient occlusion and, support for grey-scale bump maps ( can't make it work, in ' depth ' ), so a simple map, where black is ' deep ', mid-grey is flat and, white is ' bump up ', would be nice . . . To be honest, you guys are on top of your game, and I'm sure no matter what you decide, I'll be mind-blown . . . All the same, a better real-time ambient occlusion would rock . . . :(( <3 Thank you, can't wait to see next months Vulkan update, hope you make one of best decal system, in game history . . .
Jasper Brooks
2020-05-07 04:55:47 +0000 UTCSince we're getting global illumination real-time, and decals, I have ONE last request . . .
Jasper Brooks
2020-05-07 04:53:41 +0000 UTCMost PRs are actually merged (14k closed vs 800 open). The ones that are left open are small enhancements that there is no consensus whether they should be merged or not (many of which should have been discussed as proposals probably). A large part of them should be just closed, but it takes considerable time to understand what the person that submitted intended to fix or improve (this information is lacking most of the time), as well as writing explanations of why it should not be merged. In my own point of view (Writing as Juan) we should just wait some months and if there is no interest or consensus they should just be closed (same thing with proposals), but other core contributors don't agree with this approach (or don't want to close themselves) so in the end nothing is done and they are left sitting there. Maybe we should write an auto-close script, but there is fear we may have missed something important. So, in general, I would not bother so much with that. Bottom line is that important PRs are merged in the end.
Godot Engine
2020-05-06 19:42:15 +0000 UTCIt also doesn't help that Rémi's current load is increased due to hpvb no longer actively working on the engine, so now Rémi has to do all the cherry-picking himself. Also karroffel is no longer working on GDNative, so now I assume Rémi has to maintain that himself too.
Aaron Franke
2020-05-06 07:58:42 +0000 UTCWhat I'm trying to say is that I don't think Godot's biggest problem right now is a lack of enhancement PRs, since we currently have tons of them, and I don't think paying people to write even more enhancements is going to help the project move forward.
Aaron Franke
2020-05-06 07:48:41 +0000 UTCConsidering that there are many pull requests ready to go that are simply awaiting review, I'm wondering how effective the work packages would actually be. Wouldn't they still require the senior devs to review them, adding to the already huge pile of pull requests currently open? I think it would be a smarter choice to hire someone to review PRs, perhaps making a review from Rémi the final stage of review, and this hire could be used to check PRs for issues early on, ideally easing the load off of Rémi.
Aaron Franke
2020-05-06 07:44:50 +0000 UTCI only wish we could get 2 demos, every month, as well as the updates, on how things are going, in Vulkan, other stuff . . . It doesn't have to be from the core contributors, but like seeing how the features are working, in the engine, an example, Thanks . . Something, to keep the excitement, hype going, maybe just a 15 second - 30 second demo, of how it's working, going to work <3
Jasper Brooks
2020-05-06 02:03:49 +0000 UTCI'm so happy with Godot, can't wait to get all the stuff in the latest update, you guys are on the real track, to glory, Heaven . . . I just want Vulkan, all the good stuff, faster, now . . . <3 Please, Hurry . . . <3 <3 It's difficult to be patient, when it's this good, so awesome . . .
Jasper Brooks
2020-05-06 01:51:28 +0000 UTCMy only wish is, you'd hire some people from KhronosGroup, or so, experts, to help make Vulkan faster, I just want it as soon, as possible . . . Pixel-wonder, 3D-Paradise, the good stuff, very soon . . Can't wait, for what comes next, what advanced features you add next, I'm so happy with where the engine is going, want more . . .
Jasper Brooks
2020-05-06 01:45:10 +0000 UTCGood job, the engine is AWESOME, can't ask for more . . . Heaven, So good . . .
Jasper Brooks
2020-05-06 01:41:26 +0000 UTCSo, a nice feature would be ability in UV1, UV2, to scale, offset and ROTATE texture, to begin with, to 90 degrees, 180 degrees, 270 degrees . . <3 <3 <3
Jasper Brooks
2020-05-06 01:40:57 +0000 UTCNo more feature requests, I just hope we get all the good stuff in the update, also I hope the decal system will be really strong, so one can layer three decals, order them, on any surface . . . Sort of, like ' three ' detail, in spatialmaterial, but where one can set UV scale, offset, and also rotation, in 90 degrees, of the texture . . It allows one to place the decals more precisely in the engine . . Also, for tileable textures, 1024x1024 ground / stone / grass texture, to remove the 'tiling' effect being too obvious, if one could set not just UV offset, and scale, in UV1, but also rotate textures 90 degrees, 180 and, 270 degrees, it simple makes games look stunning, no tiling is visible, with good textures . . . SO, please add an option to UV1, to rotate the textures, like one can scale and, offset them, but only to 90 degrees, 180 degrees, 270 degrees, experimented with it, it sort of makes tileable textures look less ' repeating ' . . When I manually rotate the tiles the textures are on, and also set the offset, the ' tileable ' effect, of things looking repeating, disappears <3
Jasper Brooks
2020-05-06 01:40:09 +0000 UTCCan I be honest, when I got the Vulkan graphics update, I was so happy, so much good stuff, I love computers . . . I think we're getting a GOOD, strong deal, Patreons, once per month, we get some nice info, really, I couldn't ask for more, it's so good . .. . . . <3
Jasper Brooks
2020-05-06 01:35:18 +0000 UTCAbout the docs, it would be nice if there were visual script examples, of SOME of the code, maybe in a ' spoiler ' line, under the REAL code, you click it, and one sees expanded stuff, with how to use visual script, for coding some stuff . . . .
Jasper Brooks
2020-05-06 01:32:37 +0000 UTCThank you so much for making this engine, I'm a Patreon, I am getting global illumination, Vulkan and, decals, as well . . . Only thing I wish, was better visual script experience . . But, it's like two birthdays, all this stuff . . . I hope you work it out, spend the money wisely, nice features, good graphics, <3
Jasper Brooks
2020-05-06 01:30:54 +0000 UTCI agree, Blender funding is very good approach from my point of view
v01tech
2020-05-05 14:17:17 +0000 UTC