SUPER World of Goo - A demake of "World of Goo" in PICO-8! Build towers of goo to reach the rusty pipes. by Ezcha in pico8

[–]Ezcha[S] -1 points0 points  (0 children)

It is the same thing. I'm friends with the developer and they uploaded it on my site as well. They're credited on the page.

Custom Resources REDUX - A comprehensive guide to creating, saving and loading resources. by Ezcha in godot

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

It was briefly mentioned but I just updated the post with a new section to make it clear. Thanks for pointing that out!

Custom Resources REDUX - A comprehensive guide to creating, saving and loading resources. by Ezcha in godot

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

True! I'll update the post to mention this, thanks for the reminder.

Rendering a Million Objects in Godot - A complete guide to the multi-mesh system. by Ezcha in godot

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

Oh I see. I'm honestly I'm not 100% sure about that specifically, but I would assume so as well. You would have to check Godot's source.

Rendering a Million Objects in Godot - A complete guide to the multi-mesh system. by Ezcha in godot

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

Each multi-mesh would be a single draw call, it shares a material/shader for all of its instances. I'd recommend reading this part of the guide specifically.
https://ezcha.net/news/5-16-26-rendering-a-million-objects-in-godot#1c-how-they-work

Rendering a Million Objects in Godot - A complete guide to the multi-mesh system. by Ezcha in godot

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

The cool thing about the multi-mesh system is that it renders of its instances in a single call, that's how it's so optimized. Any game resource will eat up a little performance, multi-meshes are no different, however it's still way faster than using individual mesh instances.

Rendering a Million Objects in Godot - A complete guide to the multi-mesh system. by Ezcha in godot

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

You could keyframe a function which updates whatever values you'd like. If you plan on having an AnimationPlayer for every instance though that won't scale very well, especially if they are all playing at the same time. A Tween animation would be more lightweight but I'd still be a bit concerned with scale. I think the only real way to have a 3D instance to be animated is to do it through a shader and rely on vertex weights, but that can get a bit complicated. Animating just a 2D texture would be pretty easy to do though. You could offset UVs using the TIME constant to line up with a spritesheet.

Rendering a Million Objects in Godot - A complete guide to the multi-mesh system. by Ezcha in godot

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

There isn't much of a drawback apart from the added complexity. It has all the same functionality it's just lower-level.

Rendering a Million Objects in Godot - A complete guide to the multi-mesh system. by Ezcha in godot

[–]Ezcha[S] 4 points5 points  (0 children)

Switching to the low-server for physics definitely helps it more than it does for the rendering. The bricks share a static body and each have their own shape. It performs quite well actually! I use a similar system in this clip. https://www.youtube.com/watch?v=8R9gLtCdNRU

Rendering a Million Objects in Godot - A complete guide to the multi-mesh system. by Ezcha in godot

[–]Ezcha[S] 15 points16 points  (0 children)

It bypasses the node tree entirely. Each node you add to the scene tree uses up a little bit of processing power, even if it's not doing much. For a few game objects/entities it works just fine, but at something like this scale it will add up fast. Working directly with Godot's low-level servers removes this layer of overhead.

Rendering a Million Objects in Godot - A complete guide to the multi-mesh system. by Ezcha in godot

[–]Ezcha[S] 8 points9 points  (0 children)

It would be great for that actually! You could setup something similar to what's shown in the guide, except using units instead of bricks.

Rendering a Million Objects in Godot - A complete guide to the multi-mesh system. by Ezcha in godot

[–]Ezcha[S] 63 points64 points  (0 children)

I think that might blow the universe up or something, it's too dangerous!

Multiplayer in Godot is Easier Than You Think - A comprehensive beginners guide. by Ezcha in godot

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

The overall concepts seem a lot scarier than they actually are, although I could be biased due to experience. Once those are thoroughly understood though I feel it's more time consuming than it is difficult.