<kinkinkijkin>
godot editor confirmed working with gles2, not with gles3
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<alyssa>
Hm.
alyssa is now known as alyssa__
* alyssa__
is poking at stacked bridges :p
alyssa__ is now known as alyssa
<HdkR>
Don't stack bridges, a strong wind and they all fall down :D
<icecream95>
Compiling godot, I now have 7GB / 4GB RAM used
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<icecream95>
The extra memory from zram still isn't enough, though, so I've had to reduce it down to -j4 to stop it from hitting OOM
<HdkR>
Just need plenty of swap :D
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<kinkinkijkin>
godot takes a lot of memory to compile if you use LTO
<kinkinkijkin>
i just compiled debug without LTO
<kinkinkijkin>
easy
<icecream95>
It takes a lot of memory to compile if you don't use LTO too
<kinkinkijkin>
well i also have 6gb swap
<kinkinkijkin>
and am running nothing else
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<icecream95>
It's sad that in five years, ARM Chromebooks increased in RAM capacity by -105 MB
<alyssa>
icecream95: how'd that happen?
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<icecream95>
It would be nice if build systems automatically scaled the number of parallel jobs based on memory pressure
<icecream95>
ls -sh bin: 1014M godot.linuxbsd.opt.tools.arm64
<icecream95>
Oh, please don't tell me I did a Vulkan-only build of godot...
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<kinkinkijkin>
ircecream95 godot 4.0 (current git) is being designed around and specific to vulkan
<kinkinkijkin>
would not be surprised if they're vulkan-only right now
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<HdkR>
Oh, godot is focusing on Vulkan now? Very interesting
<kinkinkijkin>
yeah i find it weird though
<kinkinkijkin>
i just realized i misspelled icecream95
<kinkinkijkin>
anyways the big pull of godot is that it's artist-friendly game tooling that works on pretty much everything with very little effort
<HdkR>
It's also not unity. Which is a big win
<kinkinkijkin>
vulkan *support* is nice but unfortunately nothing that godot traditionally is used for runs vulkan, like at all
<kinkinkijkin>
defaulting to vulkan is a bit of a departure
<kinkinkijkin>
i think i get the point of it, though, kind of contributing to the majour software pressure to support vulkan and providing an engine that runs vulkan on (hopefully) even very minimal platforms
<kinkinkijkin>
iirc vulkan is nearly entirely exposed as extensions so, theoretically once support finds its way to the average phone, an engine like godot could be very robust with extension checking
<HdkR>
GL is also almost entirely extensions. Most people just end up checking base version :P
<HdkR>
GL/ES 3 is a bit of a hard break, since integers were never backported to older shaders
<kinkinkijkin>
meant that with vulkan extensions cover extremely base features that are covered by base versions with gl