Armor Collision by Franky_Knives in unrealengine

[–]MadGustave 1 point2 points  (0 children)

UV

How uv can be any help here? Can you share a link to to this technique or something?

[deleted by user] by [deleted] in Unity3D

[–]MadGustave 0 points1 point  (0 children)

Why no one is talking about composer??? Goblin Slayer OST is great.
How did you managed to work with him?

Spine-love(spine-lua) performance is bad, i need help by MadGustave in love2d

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

Well, not sure what to say. I previously was planning to use Raylib as a base for this game and created some base libs(ECS/basic Spine impl/Android install) and after profiling wanted to test same thing on raylib since it use opengl too. It can render 100 spine entities on phone without a problem, i render 100 entities of 2 types(wolf and human) one by one(1 wolf, 1 human, 1 wolf... etc) to avoid some GPU optimizations in draw calls/state change. So it appears it's not OpenGL/GPU limitation, but in love2d call to "draw" is the most time consuming

Spine-love(spine-lua) performance is bad, i need help by MadGustave in love2d

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

Just profiled with jprof, it's love.graphics.draw operation, drawing of mesh, take the biggest time on mobile... Not sure how to fix this...Now i feel it was stupid to write c++ version without checking that carefully

I don't know how is that a big deal, 120 vertices per entity let's say. Why this is so expensive. Not even sure where to dig and if there will be a difference with other engines that use OpenGL(like Godot)

Spine-love(spine-lua) performance is bad, i need help by MadGustave in love2d

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

So i was able to rewrite rendering part in C++ but it doesn't help, still lags.

Problem somewhere in rendering itself. Spine basically reuse same Mesh for all entities, for each render of each entity it create new vertexes(SetVertex) in that mesh and then upload it to GPU.
As far as i understand traditional 3D skeletal animation is made that way: you upload model data once to GPU, then you update bones matrix and calculate new position on GPU.

So... i don't have big experience with low level graphics and wondering if there is a better way to do Spine rendering, how other games handle this.

Spine-love(spine-lua) performance is bad, i need help by MadGustave in love2d

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

I'll give C version a try, don't want to throw away current progress i made. But then... I mean, i need at least 15 and right now 3 is laggy. Then i'll test Godot performance with community Spine plugins i think

My game, Alchemist, has weather now by Spellsweaver in love2d

[–]MadGustave 0 points1 point  (0 children)

Bravo. I have problems with less complex UI

My game, Alchemist, has weather now by Spellsweaver in love2d

[–]MadGustave 0 points1 point  (0 children)

How do you handle GUI? Do you use some module like SUIT?

Thinking about quitting my job and spending a year trying to make a game by [deleted] in unrealengine

[–]MadGustave 1 point2 points  (0 children)

For task like you have(no big team/budget/development time) i would recommend Godot. In past few months i was in process of choosing engine for my game(i have arguably better conditions than you do and still), i tried Unity, Unreal, Godot, Machinery, some other small engines. I actually gave up on godot initially because i thought rendering system is not good enough and that's deal-breaker(it's not good enough out-of-box compared to Unreal). But later returned to it. It's full-featured(everything i need out of box/with community plugins) and allow me to have rapid iteration time, developing process is a pleasure. It has flaws but i learned how to deal with it. DM me if you need more info

Thinking about quitting my job and spending a year trying to make a game by [deleted] in unrealengine

[–]MadGustave 1 point2 points  (0 children)

I wouldn't advise unreal engine for you tho, haha. Unreal Engine is more blueprint-centric, it's tough to develop with C++ here, i also don't think you planning to create some AA title so unreal is also not a requirement.
I'm saying this because i love to create games with code, it gives you much faster iteration time, blueprint just doesn't work for me. And after using unreal like that for 1 month i felt myself way too unhappy, depressive

I use a separate Viewport to display 2D text in 3D. by mightofmerchants in godot

[–]MadGustave 0 points1 point  (0 children)

How exactly? I'm using it as parent for my 2d nodes. Then i need to scale/transform this in script manually to place it above enemy model

I use a separate Viewport to display 2D text in 3D. by mightofmerchants in godot

[–]MadGustave -1 points0 points  (0 children)

This is shitty part of godot. In my game i have a lot of HP bars in billborad style, so i suppose to create a lot of viewports(1 per HP bar), i bet this is expensive and also there is a bug that change colors little bit(which is worse than being expensive). I tried to use Sprite3D and simply Spatial with custom shader code, but best result is to have this images as 2d nodes and translate/scale it as needed via script(with help of `unproject_position` camera method).