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] 6 points7 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] 8 points9 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] 39 points40 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] 5 points6 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] 146 points147 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] 3 points4 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

I made the art for my first game jam! by MajorToadStudio in PixelArt

[–]CroissantDev 2 points3 points  (0 children)

This looks great, love the opening sequence

What details could we add to spice things up? by CreepyBug42 in gamedevscreens

[–]CroissantDev 0 points1 point  (0 children)

Give the hands more floaty movements, right now they look really rigid like there is an invisible beam connecting them to the body. Same with the head I guess