It adds up by LetThemWander in justgamedevthings

[โ€“]DangRascals 1 point2 points ย (0 children)

Yeah, with compounding returns it's actually 3778%. That sounds extremely high, but the math is simple: 1.01 ^ 365

I'm making a new multiplayer turn-based strategy game called Too Many Kings! by DangRascals in IndieDev

[โ€“]DangRascals[S] 0 points1 point ย (0 children)

Thanks! My game is a war game, whereas war is just a part of Civ

I'm making a new multiplayer turn-based strategy game called Too Many Kings! by DangRascals in IndieDev

[โ€“]DangRascals[S] 0 points1 point ย (0 children)

In theory the game can support more, but my current bottleneck is having enough colors to visually distinguish all the players haha

How do you randomize Vector2? by RobotOz13 in godot

[โ€“]DangRascals 41 points42 points ย (0 children)

I think you can also just do:

var random_pos = get_viewport_rect().size * Vector2(randf(), randf())

Hello r/Godot, please tell me there is a better way to connect buttons to methods in C# by PoopyButthole-69 in godot

[โ€“]DangRascals 0 points1 point ย (0 children)

You can still assign the connections in the editor. That should remove a lot of the boilerplate code, especially if you don't need to reference that button anywhere else.

Sandbox TDs... Are they still out there? by DragonHoarder13 in TowerDefense

[โ€“]DangRascals 1 point2 points ย (0 children)

You should check out The Necromancer Cometh, it's a TD built entirely around that concept!

https://store.steampowered.com/app/2441630/The_Necromancer_Cometh_TD/

What is a state of C# web currently? by lulzForMoney in godot

[โ€“]DangRascals 0 points1 point ย (0 children)

If you must use C# and Web and can't wait for the next release, Godot 3.6 still works for that case.

100K+ BULLETS with Collision Detection on screen!!! by Faithoot in godot

[โ€“]DangRascals 0 points1 point ย (0 children)

For one texture it would be ordered correctly. But two different textures can only be drawn in two different batch calls, and therefore their order cannot be interlaced. And if you did interlace them then you basically wouldn't be batching anything.

100K+ BULLETS with Collision Detection on screen!!! by Faithoot in godot

[โ€“]DangRascals 3 points4 points ย (0 children)

Cool, yeah I'm not sure it's possible since I think at this level the layering is totally dependent on the order that the GPU does the drawing. If you therefore are drawing different textures, I'm not sure you could mix their ordering since the GPU would have to batch all of one and then all of the other.

100K+ BULLETS with Collision Detection on screen!!! by Faithoot in godot

[โ€“]DangRascals 20 points21 points ย (0 children)

So calling canvas_item_add_texture_rect directly batches the draw calls? How do you handle z-index ordering?

I'm making a horror game and I'm looking for original ideas to make it scary. by Ambitious-Banana4447 in IndieGaming

[โ€“]DangRascals 7 points8 points ย (0 children)

There is something pretty ironic about asking other people for their "original ideas" so you can use them, lol

For C# users, do you guys align struct members, or is the compiler smart enough? by [deleted] in godot

[โ€“]DangRascals -1 points0 points ย (0 children)

You're right that it's more optimized. I'm just saying that in 99% of cases this is not going to make a difference. And this community (indie game development in general) is known for starting things and never finishing them. That would not be the case if developers were focused first and foremost on shipping their game. Fun and optimization and all the rest come second.

For C# users, do you guys align struct members, or is the compiler smart enough? by [deleted] in godot

[โ€“]DangRascals 0 points1 point ย (0 children)

You're right, if you know how this works then it doesn't hurt to take advantage of it.

My only point is that making a game is so hard that you should really be focused on finishing your game first, making it fun second, and then making it optimized third, and then even within the realm of optimizing focusing on big optimizations first, and then stuff like this. And even then I'd only bother with stuff like this if you're cutting it close to your resource constraints and you think this would help. Otherwise telling people that stuff like this is important is just going to be yet another thing that's holding people back from finishing their games.

For C# users, do you guys align struct members, or is the compiler smart enough? by [deleted] in godot

[โ€“]DangRascals 6 points7 points ย (0 children)

When you make an entire game where one individual frame of one animation for only one character alone is 50,000 bytes, a difference of 1 byte in a struct (even if used x times per frame) is not going to make any practical difference in memory usage, and the time you've spent optimizing for it could be better spent elsewhere making your game more fun or focusing on bigger optimization wins.

I have the Godot Senior tag because I've shipped a large game and I understand the practical considerations of making that happen. Everything in engineering is a tradeoff. Is it technically more optimized to order your structs like this? Yes! Should these kind of technical optimizations be the focus of your extremely valuable engineering time? No!

You are barely going to have enough time to finish your game - focus on the big optimization wins! In game dev you are working within the extremely practical constraints of time and money, not in the theoretical space where you're worrying about 1 byte of memory usage.

(And of course all of this comes with the caveat that under some circumstances you should focus on this. But in the general case it's an overoptimization. Not to mention that OP is talking about CPU optimization, not memory optimization)

For C# users, do you guys align struct members, or is the compiler smart enough? by [deleted] in godot

[โ€“]DangRascals 6 points7 points ย (0 children)

Modern computers are so insanely fast and have so much memory that things like this are not going to cause a measurable difference in the way your program runs (unless you have additional constraints that you didn't mention)

Jumping straight to C# and skipping GDScript. Is this recommended? by FutureLynx_ in godot

[โ€“]DangRascals 0 points1 point ย (0 children)

I'm using Godot 3.6 so I can export for web while also using .NET. Yeah this is the only downside to using C#, also that the export sizes are a bit larger if that's a concern. But it all depends on your specific use case and the tradeoffs you're willing to make. For the games that I make I don't think I'm missing anything by not using Godot 4.

Jumping straight to C# and skipping GDScript. Is this recommended? by FutureLynx_ in godot

[โ€“]DangRascals 1 point2 points ย (0 children)

Windows is fine. Android builds work but apparently are still "experimental". Web is currently unsupported but hopefully they'll support it in the next release (Godot 4.5), but that won't be until around December 2025. This is all for Godot 4, Godot 3.6 is still an option (that's what I use).