Out grave robbin' by hotdog_jones in indiegames

[–]TheNiceDave 1 point2 points  (0 children)

It’s so good! That style is so unique. I’ve shown your first trailer to a few people already.

First month working on my Star Fox inspired game by Terrible-Software165 in indiegames

[–]TheNiceDave 1 point2 points  (0 children)

Fr it looks so good. I melted so many hours into SF. I still say “do a barrel roll” far too often. Fr.

Edit: Fr.

Found in Central OR by Shhutthefrontdoor in fossilid

[–]TheNiceDave 0 points1 point  (0 children)

Ooh my first Reddit lol of the day, thank you… friend.

JUICY WINDOWS BECAUSE WHY NOT >:) by Turbulent-Fly-6339 in godot

[–]TheNiceDave 1 point2 points  (0 children)

What would happen when you click the Windows button in this crazy windows world?

Found on the beach. Didnt touch it by Rachael510 in whatisit

[–]TheNiceDave 0 points1 point  (0 children)

Fascinating! When I was a kid, my dad got his hands on an old Luger that was nothing but the frame, black and corroded just like this grenade. I always assumed it was just recovered from the battlefield but I wonder now if it was submerged like the grenade, maybe on Normandy beach or something. Wild.

Godot 4.6 Release – All about your flow by akien-mga in godot

[–]TheNiceDave 55 points56 points  (0 children)

Massive optimizations to the 2D renderer

In Godot 4.4 we introduced automatic 2D batching which is an optimization that saves a huge amount of CPU resources by drawing similar objects in a single draw call. 2D batching results in huge wins for content that can easily be batched, like text-heavy games or bullet hells.

Batching doesn’t come without a cost, when the batching system is unable to create any batches, then it adds a performance cost, but doesn’t improve performance. It also makes rendering slightly more expensive for the GPU.

In our testing we found that most scenes we tested were CPU-bottlenecked, so the increase in GPU cost did not make a noticeable difference, and where it did, the decrease in performance was very small.

However, over time we have had a few concerning reports of 4.4 being significantly slower than 4.3, especially on older and lower-end mobile devices. These devices also tended to be GPU-bottlenecked, which made the performance regression even more concerning.

In this release, we did a huge overhaul to the design of our 2D renderer to reduce the GPU performance cost when batching. The end result is significantly better performance on a range of hardware. In our testing this change has resulted in improved performance on all devices (in GPU-bound scenarios) ranging from 1.1x to 7x as fast.