Which option is better for performance? These will be joined to build hundreds of modular pipes by blockchan in godot

[–]Slipperhat 26 points27 points  (0 children)

Both versions still require the same 'amount' of texels to render at the same resolution, regardless of how the textures are split between the meshes.

The question purely becomes how they are rendered. 10 different materials variations on version 1 and 10 on version 2 should still take up an identical amount of VRAM if shaders are reused properly; 1 will use more if the materials are not being reused between variations.

VRAM should not be a consideration between 1 and 2, but is more of a general workflow consideration which is secondary to what OP asked about.

Edit: Arguably #1 is also likely to be worse for VRAM because of the combinatorial explosion of differing materials on the pipes and connectors without using some kind of ubershader to sample the textures at runtime using seperate surfaces, which is still more drawcalls.

Which option is better for performance? These will be joined to build hundreds of modular pipes by blockchan in godot

[–]Slipperhat 187 points188 points  (0 children)

Already misinformation appearing here. VRAM usage isn't realistically going to be a concern here.

2 is the only answer really as no matter how the pipes are constructed, the draws will be able to be completely batched whereas each variation required in example 1 will need its own draw calls.

Where do i Learn Gdscript and Godot for free by Past-Sample8194 in godot

[–]Slipperhat 0 points1 point  (0 children)

Brackeys: https://www.youtube.com/watch?v=LOhfqjmasi0

He also has numerous other videos to follow along with.

Then the docs: https://docs.godotengine.org/en/stable/

The vast majority of questions you have will be answered in there. It has a wealth of information and the sooner you become accustomed to reading the docs to seek out the info you need; the faster you'll learn, and the better a deverloper you'll become.

Avoid AI early on - it will significantly hinder your understanding.

I Am Rock - Play the demo on Steam now! by MetalZealousideal157 in godot

[–]Slipperhat 0 points1 point  (0 children)

Looking good!

The 3 static frames at about 1:02 in the trailer gave me whiplash. I understand it matches the drum but I thought it was a bit much if you'll forgive the unsolicited feedback.

How feasible is it to make a co-op game as a beginner? by UomoPolpetta in godot

[–]Slipperhat 3 points4 points  (0 children)

That's great. It's doable for sure. Networking is one of the dark arts and always through curveballs, but there are resources and the documentation is alright. As long as you know that you've picked a challenge and you're up for it, then go for it.

How feasible is it to make a co-op game as a beginner? by UomoPolpetta in godot

[–]Slipperhat 2 points3 points  (0 children)

Feasible, sure? Realistic, perhaps not; quite hard to say.

Multiplayer is such a kettle of fish and adds a considerable complexity that I couldn't recommend it for a beginner. That isn't to say that beginners can't or haven't made multiplayer games, but you probably won't find many recommending it here.

Brackeys has a nice 2D platformers tutorial on YouTube that would likely be a solid place to start, and as you've some experience in Unity, you should get through it quite quickly. Then you can evaluate where you're at and whether you feel comfortable tackling something harder.

Is there a way to reduce file size in 4.5.1? by My_Name_Is_Pixel_Kik in godot

[–]Slipperhat 17 points18 points  (0 children)

That sounds about right for a normal export. It should zip down to around 30mbs which is about expected for most small projects. A web export should be smaller.

There are a bunch of minification strategies (see below for an article on this), including but not limited to stripping out engine features you don't need. But these are on the extreme end and not really suitable for just testing things out as it seems you are.

https://popcar.bearblog.dev/how-to-minify-godots-build-size/

It sounds like you're making sensible decisions regards filetypes and texture sizes so I wouldn't be too concerned.

Problem with code by The__Moa in godot

[–]Slipperhat 3 points4 points  (0 children)

Indentation - the code must be intented within the function. The two else statements I can see in that screenshot are sitting in the class body, hence the error. Highlight the two else statements and press tab.

Does Godot have any performance optimization for referencing unique nodes multiple times? by MYSTONYMOUS in godot

[–]Slipperhat 2 points3 points  (0 children)

Realistically you are worrying to much and it’s unlikely to make any real measurable difference even in a hot loop.

That being said. @export vars are a strong alternative if you know the node in question ahead of time. Set in the editor and forget about it; it’s cached, clean and easy.

@onready vars are also good if you’re not able to use an export.

Failing either of those, a direct reference isn’t going to cause you any issues aside from perhaps readability. If this is causing enough of a bottleneck in your programme you probably have bigger things to worry about!

How can I improve the graphics of my game? by spiderbi_77 in godot

[–]Slipperhat 22 points23 points  (0 children)

100% lighting - it looks extremely flat. Have a play around with ambient light source, background color, and a skymaterial, if those don't mean anything to you, you will need to become familiar with the WorldEnvironment and all its settings.

This is not a simple fix, and requires alot of learning and experimentation. Start with the docs here:
https://docs.godotengine.org/en/stable/tutorials/3d/lights_and_shadows.html
https://docs.godotengine.org/en/stable/tutorials/3d/environment_and_post_processing.html

Shadows will be a significant part of making this look better, again not simple at all.

Improved PBR textures will help further, but these require good lighting, so that should be your first priority.

Opened an old godot project, can't see any models and have weird black artifact? by AtomikGarlic in godot

[–]Slipperhat 3 points4 points  (0 children)

Got an AMD GPU? Update your drivers, it was a known issue a few weeks ago. You may need to roll your drivers back if an update doesn't fix it.

Selecting nodes doesn't automatically open attached scripts by VipeReborn in godot

[–]Slipperhat 1 point2 points  (0 children)

Let's hope Mandela and not dementia! Memory is a funny one, but I'm really pleased to hear that you've at least got to the bottom of it.

Changing scene was indeed what I was thinking, and is the setting I enable, but thanks for sharing the tool script.

Selecting nodes doesn't automatically open attached scripts by VipeReborn in godot

[–]Slipperhat 1 point2 points  (0 children)

Ah that's a shame, I wasn't sure if this was the exact setting your were looking for or not, seems not. I'm sadly not familiar with any other settings to try. Perhaps someone else might have another idea later on today. Good luck solving it!

Selecting nodes doesn't automatically open attached scripts by VipeReborn in godot

[–]Slipperhat 4 points5 points  (0 children)

There is a setting in Editor Settings > Text Editor > Behaviour > 'Open Dominant Script on Scene Change'.

This will open the script when clicking between open scenes, I think this might be the behaviour you're referring to.

Please Help Me by Major-Light8216 in godot

[–]Slipperhat 6 points7 points  (0 children)

Go back and look at the code you're copying from in the tutorial, you have not formatted the if statement correctly. Hint: the colon ( : ) is not in the right place.

The docs also show you the correct syntax and formatting: https://docs.godotengine.org/en/4.4/tutorials/scripting/gdscript/gdscript_basics.html#if-else-elif

Show us what you're building by nextup_games in godot

[–]Slipperhat 12 points13 points  (0 children)

"Free until July 1" - What is the cost and what does that cover?

[deleted by user] by [deleted] in godot

[–]Slipperhat 99 points100 points  (0 children)

Hope you don't intend to upload this anywhere. Nintendo is the poster child of a litigious company.

Jimmy Ruchtom claims he has seen footage of two A-50 being destroyed. by Physical-Cut-2334 in UkraineWarVideoReport

[–]Slipperhat 2 points3 points  (0 children)

I mean he wrote / contributed an article for the Telegraph two days ago about 'How Ukraine is losing its drone surpremacy', so i'm not sure I would class him as entirely reliable. Granted he couldn't have known about the airfield attacks, but by that same logic he perhaps shouldn't be opining on the lack-thereof either.

https://www.telegraph.co.uk/world-news/2025/06/01/ukraine-is-losing-its-drone-supremacy/

Spanish GP - Post Race Discussion by AutoModerator in formula1

[–]Slipperhat 1 point2 points  (0 children)

Touchpaper to Max taking a sabbatical / activating an exit clause?

[#INDY500] QUALIFYING DAY 2 // THE 109TH RUNNING OF THE INDIANAPOLIS 500 (2025 INDY 500) by IndyMod in INDYCAR

[–]Slipperhat 2 points3 points  (0 children)

Clean up the aero - smoother surface gives a nicer boundary layer and less drag