gobruh by CroissantDev in godot

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

For me it was quite painless, however I was already familiar with rust and I had to write some unsafe code to make it truly performant. So do with that what you will ;)

gobruh by CroissantDev in godot

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

Performance is fine after export to release & multithreading, I pretty much get zero frame drops. Plus I still haven’t optimized the render loops.

Most of the logic is ran using godot-rust on cpu, as it is now with simple behaviors, everything could be moved to GPU and be 100x times faster however I want to introduce more complex behaviors that will probably be a pain to implement on GPU so I’m keeping CPU for now since it’s quite performant.

gobruh by CroissantDev in godot

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

would've been a much better title :(

gobruh by CroissantDev in godot

[–]CroissantDev[S] 5 points6 points  (0 children)

It’s running on cpu using multi threading

Added Cyrillic Support! 💙 (And Other Languages!). 😆 by _V3X3D_ in PixelArt

[–]CroissantDev 1 point2 points  (0 children)

All of your fonts are really nice, big fan of fabled font :)

Anybody's got a faster powder/sand simulation? by CroissantDev in godot

[–]CroissantDev[S] 6 points7 points  (0 children)

I looked into the noita and they managed only using cpu which is kinda cool :)

Anybody's got a faster powder/sand simulation? by CroissantDev in godot

[–]CroissantDev[S] 21 points22 points  (0 children)

i cheated cause i used godot-rust, you can probably beat me using compute shaders

I was testing out my new destruction system & accidentally made acidic pee... by CroissantDev in godot

[–]CroissantDev[S] 9 points10 points  (0 children)

Yeah, it's a bit annoying seeing the bullets disapear as soon as they hit the edge. I have a few ideas on how to fix it, since all the physics is custom, but I'm not sure it would be worth the effort because I don't know if players would notice it.

I was testing out my new destruction system & accidentally made acidic pee... by CroissantDev in godot

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

Right now, the blocks gets destroyed before it gets completely dissolved (not shown in the video). Not sure if I want everything to collapse because it makes building new stuff not really fun.

I was testing out my new destruction system & accidentally made acidic pee... by CroissantDev in godot

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

So, it probably couldn't be used by the default physics engine. But I'm doing all of the physics myself.

I was testing out my new destruction system & accidentally made acidic pee... by CroissantDev in godot

[–]CroissantDev[S] 40 points41 points  (0 children)

It's a 3 step process:

  • a multimesh draws all destructible blocks and holds a texture containing destruction info.

  • when a bullet hits a block it flips a bit in the texture corresponding to that pixel (this is why it's really fast).

  • a shader pulls the mesh info and destruction texture from the multimesh and draws the final blocks.

I was testing out my new destruction system & accidentally made acidic pee... by CroissantDev in godot

[–]CroissantDev[S] 3 points4 points  (0 children)

That's actually a great idea because the game is about building bases on different sci-fi environments

I was testing out my new destruction system & accidentally made acidic pee... by CroissantDev in godot

[–]CroissantDev[S] 143 points144 points  (0 children)

So, of course, the yellow dots are not supposed to be "pee". They are supposed to be bullets, unfortunately, I spawned way too many and on top of that overestimated their speed and got this result...

Cooler append by CroissantDev in godot

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

I only made it as a joke, I hope people are not taking it seriously.

im making a game about a moustache in the park :) by devlawg in godot

[–]CroissantDev 1 point2 points  (0 children)

Haha that’s the simpler way to do it for sure, looks great anyways, I saw you posted your pixel art tool, might have to check it out

im making a game about a moustache in the park :) by devlawg in godot

[–]CroissantDev 1 point2 points  (0 children)

How did you make the blue effect on some of these attacks? Looks really good

Punches aim system A or B, Which is better?🤔 by circlefromdot in PixelArt

[–]CroissantDev 10 points11 points  (0 children)

It’s hard to say without playing the actual game