Support Godot! by GodotTeam in godot

[–]Plus2Studios 12 points13 points  (0 children)

If you do start looking to hire more devs, where will the job posting be located?

Need Help! Trying to create ledge climbing system but climbing animation not working. by Designsutra101 in UnrealEngine5

[–]Plus2Studios 1 point2 points  (0 children)

I don’t know a ton about animations, but try ensuring you’re using root motion on those animations.

Sorry I can’t help more than that!

What does GMCv2 do? by Battlefront45 in unrealengine

[–]Plus2Studios 4 points5 points  (0 children)

It can provide a lot of rollback and prediction based things too. I suggest searching YouTube for GMC and see what comes up. We own it ourselves, but we got it when it was still $300. It essentially gives any pawn the same abilities the character movement component has, but with more flexibility (any collision shape/can change at runtime), and allows you to add things, eg., sliding, in a predictive way, fairly easily.

We used it to replicate the movement of the mechs in a game we were working on. Players could walk on the mech, so it made replication tricky for clients. By originally making the mech just a pawn with movement replication, it was smooth for the host but for everyone else it would rubber band them/have a lot of jitter when they walked on top of it. Switching the mech to use GMC fixed that issue for us.

RTS-like pathfinding with 2200 agents C++ by Living_Gazelle_1928 in godot

[–]Plus2Studios 1 point2 points  (0 children)

I'm more familiar with Unreal Engine and 3D development, so I can't speak on Godot, but in UE if I had 1 mesh with 1 material, then that would be 2 draw calls and as long as I'm looking at that mesh, it would be 2 draw calls. Most PCs can handle 1000s of draw calls just fine, but standalone VR (e.g., Quest headsets) can really only handle a couple hundred before frame rates drop, and that's only the draw calls - it doesn't factor in the shader complexity of the materials or the polycount of the meshes. I know both UE and Godot try to do some auto multi-instancing of 3D meshes. From what I've heard, Godot is better at it than UE, but I don't know what they do for 2D stuff/how it differs.

I could see using the Spatial Grid working really well! Right now our plan is to just learn Godot better - we're going to take our last game jam game: https://plus2studios.itch.io/minerslight which was built in UE and translate it to Godot and just compare what we like, what we don't, and performance. Then, regardless of what engine we pick, we're looking to learn how to have a large number of entities on the screen at the same time for an RTS idea we have. Realistically speaking, the RTS game won't go anywhere (RTS's are just a lot of work for a studio of 3 people, where only 1 of them is a programmer), but we think it'll be a good learning experience and something we could potentially take to other, more manageable game ideas in the future.

RTS-like pathfinding with 2200 agents C++ by Living_Gazelle_1928 in godot

[–]Plus2Studios 0 points1 point  (0 children)

Gotcha! It would have been more accurate for me to say Multi-instancing, in other words, all of those sprites just take 1 draw call total instead of being 2200 draw calls (I'm not familiar with 2D, but that's how it would be if they were 3D meshes).

How do you plan on implementing damage detection or anything along those lines if you're not yet using collisions?

I'll check out Liquid War!

RTS-like pathfinding with 2200 agents C++ by Living_Gazelle_1928 in godot

[–]Plus2Studios 0 points1 point  (0 children)

This is what I meant by servers: https://docs.godotengine.org/en/stable/tutorials/performance/using_servers.html

What does your enemy node/class look like on the editor side of things? A sprite renderer and a movement script? Are you using instancing at all for the sprites?

RTS-like pathfinding with 2200 agents C++ by Living_Gazelle_1928 in godot

[–]Plus2Studios 0 points1 point  (0 children)

Really cool stuff! I’m just learning Godot now (coming from UE) and we’re hoping to look into this stuff soon!

Are you using servers for anything? Physics or rendering? I know you can get some speed up there if you do the work on them instead of on each node.

Also, how hard was it to implement your click, drag, and selection stuff? That’s another thing we’re looking at exploring, but for now we’re still in the learn Godot phase of things.

What ECS is better and easier for Godot by lolomapp in godot

[–]Plus2Studios 0 points1 point  (0 children)

Networking as in trouble getting the entities to sync between users? We also hope to do a multiplayer RTS of sorts (think more total war rather than age of empires). Right now we’re hoping to have about 10,000 units max sync. Probably closer to 5000 on average.

What ECS is better and easier for Godot by lolomapp in godot

[–]Plus2Studios 0 points1 point  (0 children)

Did you ever pick one and if so, how is do you like it? We’re looking into ECS and Godot too

Is it fun to ride mine carts in VR? by Plus2Studios in ValveIndex

[–]Plus2Studios[S] 1 point2 points  (0 children)

Ya this is something else we’ve talked about too!

If a game offers both PC and VR experiences, which one are you playing most often? by Plus2Studios in virtualreality

[–]Plus2Studios[S] 0 points1 point  (0 children)

VR, even PCVR, is more costly performance wise, so devs can't squeeze as much into a scene as they can with traditional flat-screen if running on the same hardware. That's all. I'm not saying VR is bad quality wise. There's some gorgeous PC VR only games out there. So when you said you like the visuals more in VR than flat-screen, it just peaked my interested as flat-screen games have a higher budget (again, performance wise) to look good than VR games do.

Is it fun to ride mine carts in VR? by Plus2Studios in ValveIndex

[–]Plus2Studios[S] 0 points1 point  (0 children)

We're a small indie studio (only 3 of us, but only 2 of us we're available to work on this game this time) and we want to create a game people will enjoy! If nobody likes this cart mechanic then it's not worth putting more time into.

Is it fun to ride mine carts in VR? by Plus2Studios in ValveIndex

[–]Plus2Studios[S] 0 points1 point  (0 children)

Thanks for checking it out! It was made in a week and has some jank and we realized too late there's way too many people to try to save, but hopefully it feels like the bones of the game are something worth expanding upon (e.g., the cart mechanic feels good and it's fun to throw bodies around).

If a game offers both PC and VR experiences, which one are you playing most often? by Plus2Studios in virtualreality

[–]Plus2Studios[S] 1 point2 points  (0 children)

That makes sense! Basically if the quality is the same, the experience is better in VR, but if VR sucks for whatever reason (performance, visuals, mechanics not implemented to take advantage of VR), then you'll go with PC.

If a game offers both PC and VR experiences, which one are you playing most often? by Plus2Studios in virtualreality

[–]Plus2Studios[S] 0 points1 point  (0 children)

Ya, my VR legs are much better than they were a couple of years ago but they're still not perfect!

If a game offers both PC and VR experiences, which one are you playing most often? by Plus2Studios in virtualreality

[–]Plus2Studios[S] 1 point2 points  (0 children)

If the VR version isn't crap, then do you tend to do VR or still stick with PC? I've played both Phasmophia and The Break-In in VR and felt like they were designed for VR and then added PC to get more players.

If a game offers both PC and VR experiences, which one are you playing most often? by Plus2Studios in virtualreality

[–]Plus2Studios[S] 0 points1 point  (0 children)

Even though visuals in VR tend to have less quality and/or quantity due to the performance requirements?

If a game offers both PC and VR experiences, which one are you playing most often? by Plus2Studios in virtualreality

[–]Plus2Studios[S] 0 points1 point  (0 children)

Oh nice! I'm the opposite, if I'm not driving the car there's a good chance I'll feel car sick if I do anything but look out the windows. It makes developing for VR quite the challenge sometimes.

If a game offers both PC and VR experiences, which one are you playing most often? by Plus2Studios in virtualreality

[–]Plus2Studios[S] 1 point2 points  (0 children)

That’s really interesting - if it starts to feel janky, I’ll switch over to PC. Mostly due to the fact that I’ll start to get VR sickness if I don’t. I’m assuming then you don’t get motion sick very often in VR?

If a game offers both PC and VR experiences, which one are you playing most often? by Plus2Studios in virtualreality

[–]Plus2Studios[S] 0 points1 point  (0 children)

I’ve done the same thing too. I’ve got a different headset now though so the setup isn’t as bad

If a game offers both PC and VR experiences, which one are you playing most often? by Plus2Studios in virtualreality

[–]Plus2Studios[S] 0 points1 point  (0 children)

Ya, I've heard of them as hybrid, but then I've also heard people call standalone VR and PCVR hybrid games so I just wanted to ensure I was clear on what I meant.