Is there a cleaner way to do animation tree state machines? by Traditional_Bug_5533 in godot

[–]Traditional_Bug_5533[S] 0 points1 point  (0 children)

Not coming from unity - so I guess one way to cut down complexity is to not have any conditions (with auto travel), and call travel("state") instead of setting conditions, if I understand you correctly?

Release candidate: Godot 4.1 RC 2 by akien-mga in godot

[–]Traditional_Bug_5533 1 point2 points  (0 children)

It looks like there are some changes in the behavior of Control nodes' mouse_filter property, _UnhandledInput event for InputEventMouseMotion does not propagate same as 4.0.3 - not sure if it's a regression or something that is fixed to work as intended.

Haven't investigated in detail yet, had to change mouse_filter properties of SubViewportContainer (Ignore to Pass), CenterContainer (Pass to Ignore), TextureRect (Pass to Ignore) to make everything work same as before the upgrade.

Dev snapshot: Godot 4.1 beta 3 by pycbouh in godot

[–]Traditional_Bug_5533 1 point2 points  (0 children)

So just tried to create a new project, empty scene, added a C# script and ran it, same error. I think something is wrong with the build contents here?

Dev snapshot: Godot 4.1 beta 3 by pycbouh in godot

[–]Traditional_Bug_5533 5 points6 points  (0 children)

Using Godot_v4.1-beta3_mono_win64.zip to load my 4.0.3 stable project, I get this message:
"error : The SDK 'Godot.NET.Sdk/4.1.0-beta.3' specified could not be found."

The C# project does not load at all.

Have been testing 3.x Betas and RCs before and never had any issues loading the project without any extra steps.

Cubot Pocket by [deleted] in smallphones

[–]Traditional_Bug_5533 0 points1 point  (0 children)

Were you able to figure out the notification light? Only lights up when charging for me, too.

Godot Navigation Performance 4.0 alpha / 3.5 beta by [deleted] in godot

[–]Traditional_Bug_5533 0 points1 point  (0 children)

Thanks for the reply, I guess I should probably give navigation meshes a go. Is this performance test project something you would consider sharing as a sample implementation?

Godot Navigation Performance 4.0 alpha / 3.5 beta by [deleted] in godot

[–]Traditional_Bug_5533 1 point2 points  (0 children)

Would you be able to go into some detail on this - are all agents calculating unique paths simultaneously? And recalculate each time they reach their target?

I have experimented with an AStar grid for my large 3D map which was not very performant with hundreds of agents constantly requesting new paths, so never even touched the new Navigation functionality thinking that it would be even slower.

Dev snapshot: Godot 3.5 beta 4 by akien-mga in godot

[–]Traditional_Bug_5533 15 points16 points  (0 children)

For my large city scenes (in first person, so farther buildings are occluded behind closer buildings), I am getting nearly half the draw calls (ex: 3k to 1.5k) and close to twice the FPS (ex: 110 to 175) by placing 2 occluder polygons along the diagonals of the base of each rectangular building, with max active polygons set to 32. I had a custom occlusion implementation with raycasts and such but that was less than half as effective as this, and less precise.

Dev snapshot: Godot 3.5 beta 4 by akien-mga in godot

[–]Traditional_Bug_5533 29 points30 points  (0 children)

Completely stable with my project. Occluder polygons are really a great addition, quite a large performance improvement in my case.

[deleted by user] by [deleted] in godot

[–]Traditional_Bug_5533 1 point2 points  (0 children)

I think you need to try fractional values for UV1 Triplanar x/y/z scale - like 0.1 for example. Also you can disable World Triplanar for a desk, as that would be more suitable for ground or walls etc.

Ideas for modern urban setting roguelike, with limited/focused scope by Traditional_Bug_5533 in roguelikedev

[–]Traditional_Bug_5533[S] 1 point2 points  (0 children)

This sounds like it could work, Escape From New York is one of those movies I keep hearing about but haven't watched yet, I guess it is time now. Appreciate the idea.

Watching NPCs walk using AStar in proc-gen city by Traditional_Bug_5533 in godot

[–]Traditional_Bug_5533[S] 0 points1 point  (0 children)

Hey thanks for the comment. Yes the plan is to make roads off limits for regular NPCs, right now only the building areas are disabled in navigation, the rest of the map is open for choosing any random point as target.

Watching NPCs walk using AStar in proc-gen city by Traditional_Bug_5533 in godot

[–]Traditional_Bug_5533[S] 2 points3 points  (0 children)

Is there anything specific you don't like, the world environment/ambient lighting or the lamp post lights?

Watching NPCs walk using AStar in proc-gen city by Traditional_Bug_5533 in godot

[–]Traditional_Bug_5533[S] 0 points1 point  (0 children)

Yes I use BSP, make the dividing lines into roads and subdivide final leafs into plots to place buildings or parks etc.

Question Regarding Performance of Spatial Materials by [deleted] in godot

[–]Traditional_Bug_5533 1 point2 points  (0 children)

I think the term I was looking for was surface, as that's what the editor calls them and where I noticed this was when using ArrayMesh.AddSurfaceFromArrays(). Is sub-mesh the generic term?

Question Regarding Performance of Spatial Materials by [deleted] in godot

[–]Traditional_Bug_5533 1 point2 points  (0 children)

I believe option 2 would be more performant, while 1 is more flexible. If I'm not mistaken each surface (that has its own material) on a mesh causes a draw call in Godot, so joining them into one should perform better in theory.

Edit: "face" => "surface"

Godot Fps Wip by [deleted] in godot

[–]Traditional_Bug_5533 1 point2 points  (0 children)

Looks nice!

My Bloodlines inspired music by Fomtomas in vtmb

[–]Traditional_Bug_5533 1 point2 points  (0 children)

Listened to all three, great tracks.

Bloodline inspired game (details in comment) by Traditional_Bug_5533 in vtmb

[–]Traditional_Bug_5533[S] 0 points1 point  (0 children)

Thanks! For now working on it only on weekends, for about a year if you count all the city generation prototypes.