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Why learning new tools is so hard

A project log for Silly software wishlist

Motivation to do some software projects by writing them down.

lion-mclionheadlion mclionhead 07/23/2018 at 09:420 Comments

While there are many reasons, would say there are manely more distractions than there were 30 years ago.  Part of that is simply knowing how to do a lot more other things than 30 years ago being a distraction.  It's hard to blame software quality, since 10 year olds today learn much more complex, poorly written software just as easily as you learned PC Paint.

That barely visible text label which is impossible to click on & always causes you to accidentally deselect the active object is actually a magic button which allows the 3D view to center on an object.  

Also, changing a node type doesn't flag the file as unsaved.  You need to remember to save it for the dependencies to update.  The text editing cursor is off.  Automatic indentation usually doesn't work.  Just type spaces.  Some nodes like the camera widget, light widget always draw stupid bitmaps on top of the direction indicators.  The stupid bitmaps stay the same size while zooming out & the direction indicators shrink until the direction indicator is completely obscured.  Still haven't found the menu version of UNDO.

With those last issues discovered, an example in the Vehicle Demo, & stack overflow, it reached the point where getting useful results out of it quickly came together.  It's frustrating to have to learn Yet Another Programming Language For Just 1 Stupid Application, this time a bastardized python/javascript combination.  You've got your find_node, get_children, get_parent, get_child, hide, show, translation, rotate for navigating the scene graph & directly controlling all the objects.

There's a way of organizing scenes into nested scenes & objects within scenes which is dictated by the need for duplicating models, the need for different materials to be assigned to different objects, positioning of objects relative to other objects, & what objects have to be manipulated separately.  Objects within a scene can all be manipulated separately.  Duplicated copies of a scene can move separately & have objects shown or hidden separately.  

There's no way to make blender export a hierarchy of scenes.  It only exports objects.  Thus, all 37 engines & 4 gridfins, 4 landing legs need to be repositioned in godot.  While the game is made out of scripts, there's no way to automate the godot scene editor itself, which makes placing 37 engines a shitshow.  

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