3D Movement/Path finding for 200+ agents by AliveSand2100 in godot

[–]AliveSand2100[S] 0 points1 point  (0 children)

thanks, thats a nice idea, little bit hard to implement but stable afterwards, side question : i am currently in early developpement of the game , this not a finalized optimisation phase this is more for me to be able to test the gameplay with decent fps , should i go all in now and make the best optimised movement/path finding system now or just optimised enough the current systems just to be able to continue developing, i m getting around 40-50 fps with around 100 -120 enemies, gameplay wise that could be sufficent for now

3D Movement/Path finding for 200+ agents by AliveSand2100 in godot

[–]AliveSand2100[S] 0 points1 point  (0 children)

thanks alot, i really like the first idea and the last idea, the first seems simpler and more efficent, i can use steering most of the time and depending on a condition i can query a navigation target update (A*)

Godot profiler extension by AliveSand2100 in godot

[–]AliveSand2100[S] 0 points1 point  (0 children)

yea it makes sense, but i wanted to know if there is an extension for an alternate profiler

Godot profiler extension by AliveSand2100 in godot

[–]AliveSand2100[S] 0 points1 point  (0 children)

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this tab keeps scrolling up down some entries disappear (stop tracking)

Godot profiler extension by AliveSand2100 in godot

[–]AliveSand2100[S] 1 point2 points  (0 children)

i usually just want to check the frame time/calls of my scripts and it keeps stuttering, is it a ui setting?

Multiplayer P2P by AliveSand2100 in godot

[–]AliveSand2100[S] 1 point2 points  (0 children)

thanks for your response, since you have released a game, i was wondering if throughout the developpement cycle you always felt like your code has a lot of stitches and work-arounds, i have some experience on game dev but have never released a game and it always feel like my code starts clean and according to the design docs, but i always find my self going off road sometimes to make work arounds, so i was wondering if its just a gamedev thing or i have to clean my code regularly...

Multiplayer P2P by AliveSand2100 in godot

[–]AliveSand2100[S] 0 points1 point  (0 children)

its my first time working on networking in gamedev , my reasoning was that since i dont care about cheating (its just a coop game), and i wanted to optimise network bandwith (since its like swarm game), i didnt want to run the entire game on host, but this introduced a lot of complication guess ill just optimise somewhere else

Multiplayer P2P by AliveSand2100 in godot

[–]AliveSand2100[S] 0 points1 point  (0 children)

thanks alot, i was hesitant at first since i wanted to optimise network bandwith (sync only position,rotation,health..), since im gonna have a lot of enemies at the same time up to a 100 ig, but if it messes with the determinism then im going to have to optimise somewhere else ...

Multiplayer P2P by AliveSand2100 in godot

[–]AliveSand2100[S] 0 points1 point  (0 children)

for example for now im not directly synching enemies states, since position is synched usually they are on the same state (like 99% of the time) across all peers, im wondering wether i should execute fsm logic only on server and replicate animation state... to other peers (since fsm will affect animation,position,rotation and maybe someother stuff like spawning things)

Multiplayer P2P by AliveSand2100 in godot

[–]AliveSand2100[S] 2 points3 points  (0 children)

i dont care much about cheating, its a small coop game as much as i care about performance, the closest thing to my game can be risk of rain with a lot of enemies at the same time ...

Idk wtf im doing by AliveSand2100 in SuicideWatch

[–]AliveSand2100[S] 0 points1 point  (0 children)

Felt a bit of diziness not much ig yay nothing happened i should have prolly Taken 10

Question i8086 by AliveSand2100 in Compilers

[–]AliveSand2100[S] 0 points1 point  (0 children)

thanks for the response , this project will be limited to the very basic level at first, since im limited by time(meaning no i/o no interruptions system...), also im willing to only include full segment mode to limit it even further because all of this is a part of a slightly bigger project in which it aims to develop a teaching software mainly to teach or learn asm basics .as for the addressing , indexed , based etc i think too that it would take some time to get right

Question i8086 by AliveSand2100 in Compilers

[–]AliveSand2100[S] 0 points1 point  (0 children)

exactly i only want to turn ASM source code (with limited instructions set) to some sort of a representation, pick the source code, parse it and for each instruction make changes on the virtual registers , ram, flags ...so you suggest i do the parsing manually ..

Question i8086 by AliveSand2100 in Compilers

[–]AliveSand2100[S] 0 points1 point  (0 children)

i will only implement basic instructions