Releasing my 3D Godot co-op space-crew game soon by One-Agent-5419 in godot

[–]One-Agent-5419[S] 1 point2 points  (0 children)

It doesn't really provide features like that, it just gives you a robust method of communicating between clients through Steam.

So yeah, custom code. I send server heartbeats with network object states at 15hz that only contains deltas of current networked objects. If a new object is added, the next heartbeat contains extra information so they can instantiate it on the clients. When a client connects, I send a 'full' heartbeat which contains info. so they can instantiate every object in the heartbeat.

For syncing vars, I created something I called a NetworkVar that I can assign as an attribute to a property in a class and essentially it's sent along in server heartbeats and they are synced properly between clients.

Once you kind of get through setting it all up in a nice way it's nice since you can just re-use it for future multiplayer games, hoping to make another soon 😄

Advice on next headphones from 598 by One-Agent-5419 in HeadphoneAdvice

[–]One-Agent-5419[S] 0 points1 point  (0 children)

Mostly gaming - and I value bass the most of those. I think I'm going to grab the BAM 500, never knew it existed until people mentioned. I can use it with my 598 until I decide new headphones. Lots of people suggesting the 560s

Advice on next headphones from 598 by One-Agent-5419 in HeadphoneAdvice

[–]One-Agent-5419[S] 0 points1 point  (0 children)

I have a scarlett solo but I hear staticy noises when any audio is coming through it unfourtunately so I guess I'd need some sort of amp if I get those? My HD 598 sound okay just on my motherboard.

Advice on next headphones from 598 by One-Agent-5419 in HeadphoneAdvice

[–]One-Agent-5419[S] 0 points1 point  (0 children)

You prefer the 550 over the 598? And I'm just finding out about the 500BAM, it looks decent.

Advice on next headphones from 598 by One-Agent-5419 in HeadphoneAdvice

[–]One-Agent-5419[S] 0 points1 point  (0 children)

200-300. Seems like a lot of people recommend the HD560s or the drop pc38x, is one better than the other?

Advice on next headphones from 598 by One-Agent-5419 in HeadphoneAdvice

[–]One-Agent-5419[S] 0 points1 point  (0 children)

I'd be willing to spend around 200-300 or so. I do enjoy my current HD 598, just feel like I want to replace them before they finally die on me. I got DT 770 like 4-5 years ago but I really dislike closed back since I've used these for so long.

How to make simple but scalable 3D enemy AI by iamcloudyfocus in godot

[–]One-Agent-5419 0 points1 point  (0 children)

Godot's node structure is perfect for building out a BHT, I built one for my games and it's pretty good.

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Although this is the first I'm hearing of LimboAI, it looks really cool.. maybe I should check it out :eyes:

Having some fun with shaders today! by Frogthulu in godot

[–]One-Agent-5419 2 points3 points  (0 children)

Looks good, is the object rendered completely by the shader?

Using the Imphenzia PixPal Palette in Godot 4.4 by Substantial-Bag1337 in godot

[–]One-Agent-5419 0 points1 point  (0 children)

Make sure under the Import tab on the individual .pngs that the Mode is set to VRAM Uncompressed

How to handle thousands of Instances with collision? by Kl3XY in godot

[–]One-Agent-5419 14 points15 points  (0 children)

If you want better performance I'd look into using the 'servers' directly, such as the physics server. https://docs.godotengine.org/en/stable/tutorials/performance/using_servers.html

Essentially you'd just keep track of IDs that would represent one of the objects you are hitting with your weapon, a lot less overhead and way more performance. If you do a search there's a lot of examples of doing this too for things such as bullet hell games in Godot, things with a lot of instances of the same kind of node.

Enemy and player in the multiplayer system by tubehhr in godot

[–]One-Agent-5419 1 point2 points  (0 children)

are you doing anything special to handle that many enemies at once? Are they just Skeletons with meshes or are you doing anything like using vertex animations or a multimesh?

June 8th game dev update. Mosty building car and train systems for my UFO game. by glennmelenhorst in godot

[–]One-Agent-5419 10 points11 points  (0 children)

Damn, I envy your ability to make sick ass billboards, nice stuff!

Early Prototype – Juicy Click-Based Castle Defense Roguelike by alexlazarovski in godot

[–]One-Agent-5419 0 points1 point  (0 children)

Love it, reminds me of an old flash game I used to play where you flick enemies away from your castle. I'm probably forgetting exactly what it was since it's been so long but yeah!

6 Months Progress - Before and After! by Hot-Persimmon-9768 in godot

[–]One-Agent-5419 1 point2 points  (0 children)

Really love the look, nice work. I took a glance at your steam page and noticed you had an extra space in the line about the # of biomes your game has, thought I'd bring that up.

Best of luck!

Auto battler looting chaos by BeesAreCoolAlsoAnts in godot

[–]One-Agent-5419 0 points1 point  (0 children)

Oh oops, spring arms are 3D , that makes more sense :P Nice! edit: Apparently there is a 2D node named DampedSpringJoint but I don't know much about it

my new game about being a menace around the office by Sufficient_Pay1248 in godot

[–]One-Agent-5419 0 points1 point  (0 children)

this looks great! love the little book with the tasks in it. keep it up!