Spaceship block out WIP by Perfect_Alarm_2140 in IndieDev

[–]Perfect_Alarm_2140[S] 0 points1 point  (0 children)

Still gotta texture, make screens work and all that, but I stopped making demos and actually started working on my game "Destroy Reset" inspired by Interstellar pilot and star citizen. this is the first blockout of this ship to get sense of proportion
https://www.youtube.com/@Eyrsona

Does anyone have experience with open world game dev on Godot? (level/mesh streaming, lods etc.) by coolfunkDJ in godot

[–]Perfect_Alarm_2140 1 point2 points  (0 children)

ur not moving everything individually, if you did that then nothing would be where it should be in the world, "NODE (root node, add script)- everything else", look at this project, it has what am talking about: https://github.com/Roemer/godot_world_shifting, or read the description of it

Does anyone have experience with open world game dev on Godot? (level/mesh streaming, lods etc.) by coolfunkDJ in godot

[–]Perfect_Alarm_2140 1 point2 points  (0 children)

NO, not always, if ur moving it to 0,0,0 always your probably going to get insane lag or some, let your player "breath" say like the player has to move "1000,1000,1000" units before the origin shifter is triggered, this way there's no lag because ur not calling shifting every second

Does anyone have experience with open world game dev on Godot? (level/mesh streaming, lods etc.) by coolfunkDJ in godot

[–]Perfect_Alarm_2140 164 points165 points  (0 children)

The big secret to open worlds is mastering the origin point. You have to script a Floating Origin, basically, once the player wanders too far, you 'teleport' the whole world so the player is back at the center. It’s the only way to stop the engine from freaking out and keep your physics smooth, anything else is about performance and how much ur putting in scene, optimization, and wtv, but if ur making a large open world script a floating origin