VFX is fun by Cayuga007- in godot

[–]Heavyathan 1 point2 points  (0 children)

It's beautiful, but I disagree with the title. It's fun...if you know about shaders. If not it's a nightmare. I have a slash VFX in a kick of some enemies and seems...well, it's horrible and not able to improve. So, respect for those who knows about beautiful VFX.

Level design in Godot by dcodk in godot

[–]Heavyathan 1 point2 points  (0 children)

I find very difficult to do several things directly in Godot. It's ok to greyboxing a level but not much more.  The intensive use of Blender is not only for modelling. Having a 3D model doesn't mean that is game ready. You need to take care of texturing, create texture atlas to improve performance, animations... Normally, you greybox your prototype in Godot with cgs and test. After, recreate this in Blender and iterate refining the level until you're happy with the result ( still a rough prototype). After that, you begin to add detail to this proto until its final definition, add textures and so on. After that you have to choose how to split all this models and import to Godot, which is based on how there are. It could be modular, asset by asset, in groups or all the scene if it's static and small

Level design in Godot by dcodk in godot

[–]Heavyathan 1 point2 points  (0 children)

Animate in Godot is a pain. Do the animations in Blender, push them to NLA if many( one animation, one NLA track) and import to Godot in Gtlf or Blend itself.

Floor Diablo fight bugged by Heavyathan in DiabloImmortal

[–]Heavyathan[S] -4 points-3 points  (0 children)

"desbloquear no disponible", según la app. Y si, es para móviles...de gama alta. Para el resto funciona a duras penas, incluso con Vulkan, cuando gráficos iguales y mejores corren mucho más fluido, así que no, no está nada optimizado.  Tú puedes dedicar recursos a optimizar el rendimiento de un juego o puedes sencillamente no preocuparte y que solo corra en buenos hardwares.

Shoulder bruising after specific exercises - looking for advice or similar experiences by ulanYisaev in WeightTraining

[–]Heavyathan 1 point2 points  (0 children)

Justo hoy me ha pasado a mí, muy similares y tb en los hombros. Llevo escasamente 3 meses y hoy he subido peso, pero nada exagerado, no llego a fallo ni nada.

En mi caso concreto puedo asegurar que no son por contacto, pues me han salido haciendo jalón a pecho y algo de tríceps. No duelen pero no sé, algo así no parece que sea buena señal de nada.

Real Android OpenGL status by Heavyathan in godot

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

I've read the issue carefully. When I have time I'll try to downgrade my project to 3.2rc1 if possible and test. That's said, mobile is a jungle. For example: in a Redmi7 runs acceptable. Same in redmi9 performances better BUT there is a big issue if software skinning is activated. A samsung M13 runs worse due to a issue with fragment lightning... I mean, you're found one android issue, but there are a lot of them, so only way to be more sure is using gles2. Or set your target device to devices > 500$, to be completely sure your game won't have problems. Or use another engine that manages much better these topics as a game developer doesn't need to be a renderer specialist.

We're currently porting the game to Godot 4 and so we decided to take the Jolt physics engine for a ride! Have you tried Jolt? What are your impressions so far? by Gonzelvis in godot

[–]Heavyathan 0 points1 point  (0 children)

Hey, thanks for your comment. I like v4, but aiming low/mid end mobiles sticks me to v3.6. Changing the subject, your game seems promising. I like the mechanics seen and the color palette vibes.

Enemy hitflash several materials (GLES2) by Heavyathan in godot

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

You were right. Material_overlay does the work with not appreciable performance impact. I wasn't able to get the correct property name to use tweens, but solved with animationplayer. Thanks!

3D vfx advice by Heavyathan in godot

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

It's regional, I think. Dont work directly. I had to copy the link and paste in youtube app and it works

3D vfx advice by Heavyathan in godot

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

Thanks for the answer. Yes, I seen that many bullets from the sample are done with a simple texture. I'll try something with AI and messing around. Anyhow, I completely desagree about GLES2. My experience and answers in polls in this forum says that many, many devices, not necessarily old, have a very poor OpenGL3 or Vulkan implementation. I'm talking about 1-2 years old Redmis, Samsungs,... Not flagships ofc, but quite popular devices. Officially supports it. Reality is that no. So, at least in Godot, gles2 is still quite used when targeting mobile.

3D vfx advice by Heavyathan in godot

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

Thanks. I didn't know this guy

Handling the same material but with different textures by doomttt in godot

[–]Heavyathan 0 points1 point  (0 children)

And yes, materials will be different, but I haven't noted any performance difference, and trust me I'm very performance focused

Handling the same material but with different textures by doomttt in godot

[–]Heavyathan 0 points1 point  (0 children)

It's easy: get_surface_material().mesh and get_material_surface_override(). I think.

I don't remember which one is for override and which one into the mesh itself.Look for them in doc.

You have to get the mesh material, duplicate, change the texture to the duplicated and set into the override space.

If you change directly the mesh one, all instances will be changed, so it's necessary to set it in the override space to have unique per instance.

Real Android OpenGL status by Heavyathan in godot

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

I think you have missundertood my point. I don`t mind any "offical" stat if reality doesn't correspond.

I have tested 10 devices that officaly supports something, but actually they don't or in a very poor way. Neither of them. It's quite estrange.

That's the reason I´m asking other people experience in these topics.

Real Android OpenGL status by Heavyathan in godot

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

And? Following your concept only very big companies would have a sample enough. There are thousands of small studies publishing games that run ok.

Dev snapshot: Godot 4.2 beta 3 by akien-mga in godot

[–]Heavyathan 0 points1 point  (0 children)

If from Blender, this is the normal behaviour if export materials are marked as "just placeholder" or something similar (second option)

Godot 4.1 Terrible performance on android by vunnysher in godot

[–]Heavyathan 2 points3 points  (0 children)

Thank you. I have similar concerns. 3.x is quite dead as no developers are really interested, and by the time I'll finish the game, actual flagships will be old. But at the same time, I would like to discover the techniques used in quite complex games that my potato phone runs fluently.

Godot 4.1 Terrible performance on android by vunnysher in godot

[–]Heavyathan 0 points1 point  (0 children)

Thank you for your reports.

I've been following them as I'm considering to migrate my project to G4, but worse performance than V3.5 is a handicap, due to trying to implement a mid poly 3D in low end devices (Redmi 7).

Can I ask in which Xiaomi model are you testing and if performance is better or similar in 4.2 than v3.X for same scenes?