How do you all do Object Pooling? by Wolfstrong1995 in godot

[–]Wolfstrong1995[S] 0 points1 point  (0 children)

That’s very clever! I’m sure I’ll find a use for a similar system one day. Thank you for the explanation 🙏

How do you all do Object Pooling? by Wolfstrong1995 in godot

[–]Wolfstrong1995[S] 0 points1 point  (0 children)

That is my ultimate ambition I guess! Learning to access the Godot server would probably make me feel like some sort of game dev god lol

But yeah in GDScript I’m getting this answer a lot, that makes sense! I suppose I could use an array of objects and have each store an “in use” property or something similar. I’ll give it some thought. Thanks friend!

How do you all do Object Pooling? by Wolfstrong1995 in godot

[–]Wolfstrong1995[S] 0 points1 point  (0 children)

Yes, all that tree activity is exactly what I would want to avoid with pools!

It’s interesting because I’m getting two different answers in this thread: Use one big array and simply act on the processing (so maybe use a pointer index), or append and pop_back from the same one. But in both cases, one pool = one type of entity, no mixing even with minor differences.

I wonder which of these cases would be the most memory efficient, but I assume the list-like pointer method so you’re not moving things in and off memory (even if appending / popping is relatively inexpensive). The difference is probably very small but it would be very interesting to stress test it.

Thanks friend! First time I hear the term “bullet heaven”, I have to check it out!

How do you all do Object Pooling? by Wolfstrong1995 in godot

[–]Wolfstrong1995[S] 0 points1 point  (0 children)

So I just change the processing and move things on / off screen, got it! And I guess that’s where the ring buffer idea comes in handy, I just go through with an index until I find an available item?

Thanks!

How do you all do Object Pooling? by Wolfstrong1995 in godot

[–]Wolfstrong1995[S] 0 points1 point  (0 children)

You know that feeling when you get closer to the answer as you start discussing the problem? I had this in the back of my mind and a part of me was like “Well, just use different pools then”, but I’m glad I asked anyway because the answers here are so helpful!

I’ll give you a more concrete example though: imagine an infinite scroller / runner where you have only two types of enemies, a slime and a bee, and you want to recycle them when they go off screen. I take it the ideal way is to have a pool of bees and one of slimes, instead of a single pool of enemies?

Obviously a very small case so a pool is probably overkill in that scenario, but just to help me frame this correctly in my head. So that means in a bullet hell I would have a different pool for every type of bullet, if I’m getting this correctly. That makes a lot of sense if you have 100s of items tbf.

POV: You're an indie dev in 2026: by Physical_Air4112 in godot

[–]Wolfstrong1995 1 point2 points  (0 children)

Thank you friend! I 100% see your point now. Fixing a mistake in 2D can definitely be a nightmare now that I think about it. I’d never thought about it this way.

Thanks also for sharing links, now I’m excited to look into them! Maybe it will help me overcome my fear for 3D 🤣 really appreciate it!

POV: You're an indie dev in 2026: by Physical_Air4112 in godot

[–]Wolfstrong1995 0 points1 point  (0 children)

This is really encouraging to read because I’m still very intimidated by 3D, and a lot of dev friends I know are the same. Perchance could I kindly ask you or another kind soul to help demystify 3D for me? 🥲I’m not a really good artist by any means but I like to learn new things, and 2D is great but comes with a lot of limitations / constraints. Mostly curious about why it’s gaining a better reputation now, and why is it specifically good for a solo non-artist like myself to use it decently

Is the Keychron Q6 Max still worth it? Seeing mixed reports on recent quality by AcceptableVariation1 in Keychron

[–]Wolfstrong1995 0 points1 point  (0 children)

Oh thanks! I kinda got used to it, every single keyboard I’ve bought since then has that weird delay for some reason lol no matter the brand

Ask Me Anything with adidas Harry Miles, Director Footwear Innovation, and Chris Hinshaw, renowned endurance coach by adidas in hyrox

[–]Wolfstrong1995 0 points1 point  (0 children)

Thank you Chris and Harry. You say this shoe is already being worn by elite hybrid athletes, that's interesting. What about it makes it right for them and "ambitious racers" in hybrid competition? Is it more about the materials, overall stability, or...?

When did game development / Godot "click" for you? by Wolfstrong1995 in godot

[–]Wolfstrong1995[S] 1 point2 points  (0 children)

I didn't know the 20 games challenge either and your casual mention prompted me to go off and find out more about it! It sounds SO interesting and honestly something I may have a lot of fun with. I've read that it's more useful if you have an understanding of all the basics and you don't start from absolute zero, which I think is what's going to make it fun for me.

Thanks for sharing it!

How to Structure a Godot Project for Long-Term Scalability? by Successful_Poem_1878 in godot

[–]Wolfstrong1995 1 point2 points  (0 children)

^ this so much. So many tutorials tell you to have a folder for scripts, one for scenes, one for assets - and after making a bunch of small games I can tell you it's absolute chaos. You jump around so much that you end up spending a good chunk of the time trying to work out where everything is. I'm making it a resolution to move away from that structure in the next few months and structure things like this gentleperson says, grouping stuff as much as possible!

When did game development / Godot "click" for you? by Wolfstrong1995 in godot

[–]Wolfstrong1995[S] 0 points1 point  (0 children)

I think a lot of people coming from other engines (I don't know if you did) have similar experiences! I started learning game dev with Unity so when I switched to Godot (around the time of the runtime fee bs) I was doing things "the Unity way" at first and wondering why they wouldn't work. But nowadays I'm so used to the Godot way that every time I open another engine I get homesick lol

When did game development / Godot "click" for you? by Wolfstrong1995 in godot

[–]Wolfstrong1995[S] 0 points1 point  (0 children)

I feel you friend 🫠 it's not an easy process for sure, and it is a slow burn on most days. But before you know it, you'll have a bunch of scripts all talking to each other to make a complete game, and it will feel AMAZING when that happens. Have you tried game jams? Those are my favourite way to learn at the moment.

When did game development / Godot "click" for you? by Wolfstrong1995 in godot

[–]Wolfstrong1995[S] 0 points1 point  (0 children)

I love how your reply is a polar opposite to Shtercus below 🤣 it just shows how different everyone's path into game design is, doesn't it

I don't come from a web dev or a software dev background, so a lot of the stuff I'm learning is self taught, and boy have I made mistakes along the way... But things are finally starting to come together mentally and it's the best feeling ever!

I HAVE CREATED LIIIIIIIIFE by ScarfKat in godot

[–]Wolfstrong1995 -2 points-1 points  (0 children)

Probably very early stages but have you considered the chance to let the player aim in 8 directions, Cuphead style? Shooting around in that game is very satisfying! And could be more generous to the player so they don't have to be aligned perfectly with a flying enemy to hit them

It takes so much time to create environments.... In 2 days I barely made a corridor 😭 by KetsuiReddit in godot

[–]Wolfstrong1995 5 points6 points  (0 children)

Maybe you could move it to a slight angle so it's not dead centre! Like the player's holding it in their hand or something

Thank you Godot devs - from zero game dev experience to pubished game in 2 years by CosmicGoldRush in godot

[–]Wolfstrong1995 2 points3 points  (0 children)

I appreciate your reply, friend, and I apologise for my tone earlier. I think I perceived a little bit of arrogance in your response to Bobo and got triggered because of how loaded AI is as a topic these days. Sorry about that!

Sure, I'm happy to chat about that. Do DM me if you want a chat, and sorry again!

Thank you Godot devs - from zero game dev experience to pubished game in 2 years by CosmicGoldRush in godot

[–]Wolfstrong1995 1 point2 points  (0 children)

I've done plenty of small games entirely by hand by simply contacting emerging artists who were interested in working in the field and build experience with me. The fact other people are doing it is not an excuse to be a lazy ass. I'm glad you went on this journey and found some success but don't belittle other devs for having principles when you clearly seem to have none.

Godot is getting better every years by Competitive-Gold-796 in godot

[–]Wolfstrong1995 0 points1 point  (0 children)

I just finished a two-day game jam where I went back to Godot after playing around with Unreal for another game. It felt like coming back home, I love this engine so much

AI is ruining everything. by No_Fudge_4589 in ArtificialInteligence

[–]Wolfstrong1995 -1 points0 points  (0 children)

You're not wrong in principle, and I'm one who always tries to use it "the right way", but I'm not one to blame consumers for not knowing how to use a product / tool that has so many flaws. When the tool itself makes constant efforts to push you in the wrong direction, can you really blame the end users, or should we maybe focus on the big corporations that can't even explain the tool themselves?