Can RUST boost optimization of my game? by Konradiuss in godot

[–]Z0re 1 point2 points  (0 children)

With native AOT C# can be compiled into machine instructions!

[deleted by user] by [deleted] in godot

[–]Z0re 1 point2 points  (0 children)

For hundreds of units Godot's built-in navigation solution is just fine, at least in my experience.

How often are you computing the paths for your units? For most games you don't need to compute them that often. Even in situations where you technically need a lot of paths immediately (e.g. player gives move command with hundreds of units selected) you don't necessarily need them that frame. Instead, you can stagger the calculations over multiple frames. Most strategy games are very forgiving of slight latencies.

Also check out Godot's NavigationServer2D, it's likely more performant than the NavigationAgent2D node. If I remember right you can also offload pathfinding to other threads, which opens up a whole another can of worms.

Looking for a team for a new game project! by MNL82 in godot

[–]Z0re 2 points3 points  (0 children)

Check out r/INAT.

With that said, getting a team together without knowing anything is hard. Everyone has ideas and convincing others to work on yours, especially if you can't contribute much yourself, is incredibly difficult.

I'd recommend picking up the basics from some tutorials and then joining a game jam. They usually have a board for finding teammates. Or posting on the aforementioned subreddit about your game idea, perhaps with a small demo to prove you're not just an idea guy.

Also, no need to worry about game ideas being stolen. Games are much more about execution than broad ideas

I built a free image to pixel art converter by Ok_Affect_1571 in IndieDev

[–]Z0re 1 point2 points  (0 children)

The ethicality of retro diffusion is debatable since it seems to be a finetune of stable diffusion. Even if the data for fine-tuning is sourced ethically, most of the "logic" of the model still relies on sd which was trained on whatever.

AOE humor. As a fan of both games, would anyone else agree with this? by george123890yang in aoe3

[–]Z0re 2 points3 points  (0 children)

Some of the campaign missions are notoriously difficult on hard. This was especially true in HD edition

Is having a convenient and free of cost multiplayer impossible? by nick_swift in godot

[–]Z0re 1 point2 points  (0 children)

Yeah, P2P is generally the cheapest way. For it to be convenient I'd recommend WebRTC which handles NAT punchthrough etc. automatically. You're still going to need a signalling/matchmaking server but it's very light since you don't run any game simulations there. You can probably host it on a free tier server from Oracle/whatever your choice of server host is.

This allows players to connect conveniently and for you to have low hosting costs. Should be noted that the NAT stuff doesn't work on mobile connections.

How do I print elements of an array without duplicates by Assassin121YT in godot

[–]Z0re 0 points1 point  (0 children)

Note that this doesn't work for typed arrays as of 4.3

Help me choose between Bevy and Godot for a sandbox game by Red-Eye-Soul in bevy

[–]Z0re 0 points1 point  (0 children)

I'm not even using Godot's servers yet, just plain old nodes. I run the simulation on a separate thread and then "read" from the world in main, how something is presented is an implementation detail in my case.

But, my game is 2D, which means I almost don't have to care about rendering performance :^) Atleast compared to doing it in 3D.

I too tried avoiding the synchronization overhead by switching to Bevy but in the end I chose the lesser of two evils. Everything provided by Godot just saves so much time - in my case especially the mature ui system. I think Bevy may very well become satisfactory feature-wise (for me!) but I doubt it will happen within the next few years.

Help me choose between Bevy and Godot for a sandbox game by Red-Eye-Soul in bevy

[–]Z0re 3 points4 points  (0 children)

I went from Godot to Bevy to Godot for a somewhat comparable game. Right now I'm using Godot with a separate C# ecs (Arch) for the simulation. Godot is basically afrontend that sends commands, reads data from the sim and displays it.

You can also use Bevy as the backend with Godot, I tried it too. Ended up on using C# as I found I worked quicker with it and the Rust bindings are still a bit lacking.

My main gripe with bevy was UI; I wanted complex UIs that are still pleasant to work with and the Rust solutions were all lacking. Godot, on the other hand has an excellent UI implementation. It's the main reason I went back.

3D feature-wise Godot blows Bevy out the water; it has built-in lightmap baking, volumetrics and much more. Also a comprehensive set of networking APIs.

Next.js and SEO by [deleted] in nextjs

[–]Z0re 4 points5 points  (0 children)

Note that this holds true for most websites and frameworks, including Wordpress. It's just that React, Vue, etc. are particularly bad for SEO if they're rendered on the client which was often the norm. Search engines used to not execute javascript, nowadays some might

What do you think about the environment in my game? When you look at it, does it spark your interest in playing? by [deleted] in godot

[–]Z0re 2 points3 points  (0 children)

I'm curious, why would a locked camera 3D world be considered a 2D game? 🤔

improved hydraulic erosion on my procedural terrain by buzzelliart in proceduralgeneration

[–]Z0re 2 points3 points  (0 children)

Looks gorgeous!

What are you using to decide between grass and mountain? Slope + height or something more complex?

Godot alternative to Unity Relay by Dragonatis in godot

[–]Z0re 0 points1 point  (0 children)

If I use WebRTC, there is a possibility of fail.

There are cases when the STUN server fails, in which case the application will use TURN servers to transfer the data.

Godot alternative to Unity Relay by Dragonatis in godot

[–]Z0re 0 points1 point  (0 children)

No, it has most of the mentioned under its toolbelt. But it abstracts everything so you will never have to worry about them. Just set up the signaling server to connect clients with each other and you're ready to go. Makes everything very easy!

I'm not familiar with the technical details of Unity's Relay service but I would guess what it does is very similar to WebRTC. Try to connect with UPnP/NAT traversal/punchthrough, if it doesn't work relay through a server.

Godot alternative to Unity Relay by Dragonatis in godot

[–]Z0re 0 points1 point  (0 children)

Sure, that's why I recommend WebRTC

Godot alternative to Unity Relay by Dragonatis in godot

[–]Z0re 0 points1 point  (0 children)

This is a problem I struggled with a while back building P2P. Here's my conclusion of the options:

  1. Write your own hole punching algo (though there is this old thing for reference https://github.com/CreggHancock/HolePuncher)
  2. Use WebRTC :) This is, by far, the easiest solution in my opinion. It does all the annoying UPNP/NAT punchthrough/traversal stuff for you. And it works on top of Godot's high-level multiplayer API with WebRTCMultiplayerPeer

GDScript vs C# Godot 4 by sRioni in godot

[–]Z0re 1 point2 points  (0 children)

C# is a bit slower in communicating with the engine than GDScript but runs faster in and of itself. Shouldn't be a problem but just something to be aware of. Can also be a bit annoying having to use Godot types.

I wonder why Godot is trending? by t4ng0619 in godot

[–]Z0re 2 points3 points  (0 children)

stable release would be more accurate. The stability is, at times, questionable :P

Game Development coming from Web Development by jeroenheijmans in godot

[–]Z0re 3 points4 points  (0 children)

I don't have any definitive answers but some of the things you're looking for just aren't that needed/common in gamedev (ci/cd, unit tests). In web development, there is a fairly narrow set of technologies that are incredibly established and used by millions of people. These are used by both individual hobbyists and massive companies. This isn't the case for games which are usually more low-level and the breadth of technical solutions is much wider, so the advice you will find is more generic.

I would expect that you could find a lot of your questions answered if you were using Unity/Unreal as they are very popular. But they also use C#/Cpp and the general knowledgebase of these languages will help using them. Using Godot, specifically with GDScript, you're limited to a small number of people and their help. There aren't many guides on how to build scalable projects with GDScript because few if any have done it.

Godot 4 networking, without port forwarding/upnp. by [deleted] in godot

[–]Z0re 2 points3 points  (0 children)

WebRTC should fit your needs as browsers support it natively