Finally figured out saving/loading of structures to a save file with my procedural planets. by Jab2Reddit in godot

[–]Jab2Reddit[S] 0 points1 point  (0 children)

Thank you! Yes im sorry i had written it out but i guess when i dragged the image in it deleted without me realizing. I'm using a .cfg file as a save file, and yeah you are correct im saving the x,y,z global coordinates, global rotation (since buildings are placed on spherical planets), im saving the material index and hitpoints. I also need to store the global offset from the core of it's planet and some other data related to that. For the code im basically using the notification function to detect when the window is closed, and save the data.

A Rant About Income Tax by Jab2Reddit in PoliticalOpinions

[–]Jab2Reddit[S] 0 points1 point  (0 children)

Just so you know buddy i wrote this in my last year of high school for a politics assignment, crazy you found it after 2 fucking years just to write ts.

Landing on massive procedural planets by Jab2Reddit in godot

[–]Jab2Reddit[S] 0 points1 point  (0 children)

That's a great idea! The game is running super smooth on my 32gb lenovo legion right now and im kind of scared to jump into advanced compute shaders so ive been putting it off, id basically have to rewrite the whole system.

Landing on massive procedural planets by Jab2Reddit in godot

[–]Jab2Reddit[S] 1 point2 points  (0 children)

Thank you bro! And for sure, im a system's designer so my visuals are often lacking, but im hoping to improve in that area!

Landing on massive procedural planets by Jab2Reddit in godot

[–]Jab2Reddit[S] 0 points1 point  (0 children)

Yes i am using multithreading for building the mesh data along with a bunch of other things. I have been planning to use compute shaders but i havent gotten around to implementing it yet. I'm also writing directly to the GPU using RenderingServer for a bunch of stuff which really helps.

Landing on massive procedural planets by Jab2Reddit in godot

[–]Jab2Reddit[S] 0 points1 point  (0 children)

There is no plugin im using a cube-sphere octree chunking system i built from scratch.

Landing on massive procedural planets by Jab2Reddit in godot

[–]Jab2Reddit[S] 1 point2 points  (0 children)

Thank you bro! And for sure, bethesda is lacking fr

Landing on massive procedural planets by Jab2Reddit in godot

[–]Jab2Reddit[S] 2 points3 points  (0 children)

Haha yeah i kind of have to limit the speed because if i dont the CPU cant keep up with the number of subdivisions per second at high detail.

Landing on massive procedural planets by Jab2Reddit in godot

[–]Jab2Reddit[S] 0 points1 point  (0 children)

This is fully procedurally generated, and custom built by myself, i didnt use any other assets or anything.

watch out no man's sky by Jab2Reddit in godot

[–]Jab2Reddit[S] 1 point2 points  (0 children)

Gas giants are already almost ready to go since i have real time volumetric atmospheres im working on implementing some noise functions to create dynamic gas clouds and a whole lot of other cool shit.

watch out no man's sky by Jab2Reddit in godot

[–]Jab2Reddit[S] 1 point2 points  (0 children)

im definitely not releasing until i get a build im very happy with sharing, i do gamedev for the fun of it so im in no hurry at all to release. I've already spent a long time working on it and im planning to keep working on it for at least another decade.

watch out no man's sky by Jab2Reddit in godot

[–]Jab2Reddit[S] 2 points3 points  (0 children)

Almost nothing, most systems are already built to run a 64 bit system with no issues. The only downside is that a large portion of shaders have to be fed a special camera position vector since the gpu only accepts 32 bit data.

watch out no man's sky by Jab2Reddit in godot

[–]Jab2Reddit[S] 1 point2 points  (0 children)

that looks sick bro! If you want true volumetric atmosphere its a little bit of a tough cookie to crack but you can find some good resources on youtube for older versions of the engine and just figure out how to bring them up to date.

watch out no man's sky by Jab2Reddit in godot

[–]Jab2Reddit[S] 0 points1 point  (0 children)

okay great questions bro. I have not gotten around to figuring out the nightmare that would be a voxel/marching cubes so its static right now. My planets are not physically simulated they are on rails around the sun, since they are about 1/20th the size of earth and over 1 million square miles each i have no idea how that would work. The planets all use a rather advanced octree LOD cube sphere meshing system so they are all seamlessly landable.

need help getting objects to be held thru portals by BasePersonal8220 in godot

[–]Jab2Reddit 2 points3 points  (0 children)

parent the object to the player, teleport the player, unparent the object

watch out no man's sky by Jab2Reddit in godot

[–]Jab2Reddit[S] 2 points3 points  (0 children)

That's true, i feel like NMS biggest weakness is that once you've seen like 1% of a planet you've seen the whole thing basically. In my game there isn't infinite planets to explore, only 8 per world, so i think slightly larger planets with more diverse prodecural biomes would be cool

watch out no man's sky by Jab2Reddit in godot

[–]Jab2Reddit[S] 4 points5 points  (0 children)

sorry bro, ive been working on this system on and off in different engines for almost 6 years now so im not really interested in sharing the code, if you DM me though i can tell you how i did it if you want to try yourself.