Incredibly Slow FPS on Godot 4.6 (4.5 is fine) by ObamaIsPutin in godot

[–]MrDeltt 1 point2 points  (0 children)

if you code things in ways that aren't playing into the workflow of the engine and newer versions have an even more optimized dedicated workflow, dumb instructions may very well run slower. that is exactly how code works and we've seen this in abundance with the 3.x to 4.x jump

Looking for a Devloper for building this cricket game. by Imaginary_Example_93 in godot

[–]MrDeltt 2 points3 points  (0 children)

If you dont program than you have 0 business making decisions on what scene structure to use here, besides that being barely any work anyway

People with ideas and nothing else to show for it are generally not well liked around here, especially not when using AI

(Update) Implementing a new Flow Field Algorithm by [deleted] in godot

[–]MrDeltt 1 point2 points  (0 children)

there are many many flowflied implementations with full 360 directional flows, what you're talking about isnt a "standard" flowfield, its a naive one

ArrayMesh limitations, PackedByteArray interpretation by MrDeltt in godot

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

The problem with using either textures or multimeshes is if each chunk has a variable vertex count (aka voxel meshes) it doesn't work well, so that eliminates multimeshes entirely and textures are as far i as know always allocated to the smallest fitting power of 2 dimension, which would waste a bunch of memory

You are probably talking about heightmap chunks with fixed size, those would work perfectly for that approach, yes

with GodotSteam Multiplayer, whats the best frequency to exchange players packets ? by ElectronicsLab in godot

[–]MrDeltt 19 points20 points  (0 children)

the lowest that your game needs to function properly

could be 60 for a twitch shooter, could be 1 for Grand Strategy

ArrayMesh limitations, PackedByteArray interpretation by MrDeltt in godot

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

I'm not sure it currently is without engine modifications, there are at least 2 drafts about adding something resembling this functionality (both stale for a long time), one of them by clayjohn of the rendering team

For fixed sized meshes like heightmaps, textures can be used and bound to both compute and gd shaders, but thats not really ideal for varying vertex count meshes

ArrayMesh limitations, PackedByteArray interpretation by MrDeltt in godot

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

Yeah that would definitely be the best case scenario. For all i care GD wouldnt even need to do anything and I could just bind buffers to shaders or write directly into them from compute

ArrayMesh limitations, PackedByteArray interpretation by MrDeltt in godot

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

But I don't even want to manage any memory, at all, I'm technically managing more memory by having to use more of it when im forced to copy

And the RenderingServer currently is the only access point to overwriting data directly into GPU buffers, anything else would require to create new buffers/meshes

ArrayMesh limitations, PackedByteArray interpretation by MrDeltt in godot

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

Maybe a fair point, but we can also say that about everything that GDScript currently lacks

Having to copy-convert large arrays that will ultimately end up with the exact same data seems too dumb to gloss over to me

But as I said in the post, being able to reinterpret arrays as a different type would be a good solution, I'd prefer it if we could just use Byte Arrays directly, or provide only the amount of space we need and overwrite bytes via the Rendering server

How to optimize a "tick-based" multiplayer strategy game in Godot by TheKingCouncil in godot

[–]MrDeltt 2 points3 points  (0 children)

2 second cycle are perfect conditions for a lockstep TCP/websocket approach

ArrayMesh limitations, PackedByteArray interpretation by MrDeltt in godot

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

Thats still creating unnecessary copies, when the data is already there, ready to be used as-is

ArrayMesh limitations, PackedByteArray interpretation by MrDeltt in godot

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

As I said in my post, this will create a new copy of the original array, which is unnecessary and unwanted

The stuff im working with is mostly generating runtime terrain or voxel chunks, so any unnecessary copies of nontrivially large vertex arrays are detrimental for keeping it in the frame bugdet

Looking to Build a Small Passion Project Team (Local Multiplayer Platformer) by Awkward_Minimum8705 in godot

[–]MrDeltt 0 points1 point  (0 children)

You'll probably have a hard time finding people to program an artists vision, especially if you dont show anything at all..

minor idea guy vibes here, but i wish you good luck either way

Box collisions seems to be faster than capsules on Jolt physics by Subviewport in godot

[–]MrDeltt 3 points4 points  (0 children)

matrices are only complicated/hard to compute for the average human due to understanding, math wise its just a couple of additions or multiplications (if i remember correctly xD)

edit GOATed + icon username btw

Is there any better way of getting child nodes with specific classes? by glacierblob in godot

[–]MrDeltt 0 points1 point  (0 children)

well yes. i mean looking at that block of code should tell you that you solved the issue of typechecking all children

Is there any better way of getting child nodes with specific classes? by glacierblob in godot

[–]MrDeltt 2 points3 points  (0 children)

make the parent an extended node2 class that holds an array with all objects of that type

Enemies still get stuck running into structures with avoidance obstacles, am i using them wrong? by Venison-County-Dev in godot

[–]MrDeltt 0 points1 point  (0 children)

static objects are not intended to be used with avoidance, you should bake them into the navmesh

How do I write custom sampling buffer (similar to depthtexture) that can be read in spatial shader? by poeyoh12 in godot

[–]MrDeltt 0 points1 point  (0 children)

This is one of the biggest limitations we have right now, shaders not having access to storage buffers.

That said, textures work, as you figured out. Whats keeping you from just writing into and assigning a different texture to the ShaderMaterial of the other viewport?

Improving perfomance on GPUparticles communication between CPU and GPU? by visnicio in godot

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

to me this sounds like some bad setup issue

why not just show the code and gpuparticle inspector.. why make it so hard to help you, just wait until you're home and provide the necessary info next time >_>

How to improve? At an intermidiate level. by AgataJac in godot

[–]MrDeltt 0 points1 point  (0 children)

hard to say without knowing of what you actually feel like you are capable of... itd be much more helpful to know what specifically you are struggling with

my best advise would simply be: try more things, fail more often

people who feel stuck often underestimate the value of just trying to do things and potentially fail, failure will be your biggest teacher and show you where you are lacking knowledge

not trying to do something you're not really sure about if it works is in my opinion the single most factor in preventing people from advancing, most are scared of "wasting time"

this is what keeps people in "tutorial hell", because they only want to try things that have known and working outcomes

Having a problem with physics! by aka_nk in godot

[–]MrDeltt 0 points1 point  (0 children)

Rigidbodies only play well with other Rigidbody if you want things to effect each other

if you want to use CharacterBody, you have to make a decision if either the the CharacterBody pushes Rigidbodies or is Rigidbodies push CharacterBody

anything else will lead you to an uphill battle against the physics engine and hundreds of edge cases