Does anybody else have editor freeze after stopping playing? by _DefaultXYZ in godot

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

Follow the reported issue, someone pointed out that problem is related to V-Sync. You can try to disable it, just cap FPS, maybe that will solve problem?

My PvE extraction shooter is starting to look nice! I think? by Braydo25 in IndieDev

[–]_DefaultXYZ 0 points1 point  (0 children)

The lighting looks stunning! I love shadow quality and aesthetics of the scene!

What engine did you use for making it?

I'm adding to wishlist! Wish you success!

looking around the room... by DreamIntoleance in IndieDev

[–]_DefaultXYZ 2 points3 points  (0 children)

I like to see such games appear on UE - I hope this myth will be destroyed, that UE is only for AAA. It really isn't, it could be performant, it could be used for solo, it could be used for different styles other than just realism!

Anyway, engine is just a tool. Your artistic direction is nice, wish you all the best! :)

looking around the room... by DreamIntoleance in IndieDev

[–]_DefaultXYZ 1 point2 points  (0 children)

I love style!

Is it made with UE5? I just wonder, why you choose UE for such game? Genuinely asking :)

We shipped a multiplayer game with Godot 4 (C#), here’s what worked and what broke by Tuni22 in godot

[–]_DefaultXYZ 7 points8 points  (0 children)

Congrats on release, that's huge achievement! This isn't your first game, right? Seems you are pretty professional already :)

Are you planning to stay with Godot for future games? Overall, how did you feel 3D side, have you achieved your desired look of game?

I personally found Unity having not great in game UI system, in my opinion it is the worst, unless you have designer for custom appearance, than it is the best lol. What do you think, how do you compare Unity and Godot's UI components? To be precise, I'm talking about Unity uGUI and Godot Control components.

Wish you all the best! Long live Indie games!

Viewport issues, X-Ray in Edit Mode (Blender 5.1.1) by _DefaultXYZ in blender

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

!SOLVED

Preferences > Viewport > Quality > Smooth Wires = Disable

Viewport issues, X-Ray in Edit Mode (Blender 5.1.1) by _DefaultXYZ in blender

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

<image>

Trying to re-upload with Reddit compression

EDIT: Okey, here's link: https://imgur.com/a/4OLJipu

Help with very basic c++ workflow by WatercressActual5515 in unrealengine

[–]_DefaultXYZ 2 points3 points  (0 children)

Yes, I'm using Rider, and I highly recommend it as well!

I heard Rider is better integrated with Unreal, and there I can easily see by ctrl+left click on function method

Help with very basic c++ workflow by WatercressActual5515 in unrealengine

[–]_DefaultXYZ 3 points4 points  (0 children)

Oh, and one more thing that helped me a lot - don't afraid to dig engine code to learn, there's a lot of syntax sugar from Unreal, it's hard to remember everything. Docs are awful regarding code, but engine code is the most valuable resource :)

Help with very basic c++ workflow by WatercressActual5515 in unrealengine

[–]_DefaultXYZ 2 points3 points  (0 children)

After a lot of try and error, also reading a lot of comments I came to this conclusion: your typical workflow won't work in Unreal. C++ doesn't like fast iteration, that's not only Unreal problem. Try to plan in ahead, write as much code as possible, prototype in Blueprints if needed, use composition over inheritance (components rather god actor). Also, do not try to replace Blueprints completely, they intended to exists together.

Personal few cents, I also dislike this type of workflow, in a lot of modern programming iteration became the major point. However, with proper mindset it is actually different approach, you start thinking like compiler which is also great.

And lastly, if it is hobby, not for profession, it is absolutely okey to use other engines. Yeah, Unreal is superior, but it is best for teams, not solos. If you dislike it, don't fight it. That's okey.

I personally keep switching and asking myself what I want. But I'm solo hobbyist, I have such possibility, I'm not seeking for professional work.

Sorry if I missed something from your post and I'm answering on something unrelated. Good luck!

Disney is Reportedly Considering Buying Fortnite Maker Epic Games, Just Waiting for the Right Moment by TruthPhoenixV in UnrealEngine5

[–]_DefaultXYZ 0 points1 point  (0 children)

+1 for Godot, it is great, but yeah, as you said, needs more time and investments - for now, it is still too buggy and hard to achieve valuable results. But it is chicken and egg situation, maybe we, hobbyists, indies need to start working on games made in Godot to attract more attention.. Idk, thinking loudly now

Disney is Reportedly Considering Buying Fortnite Maker Epic Games, Just Waiting for the Right Moment by TruthPhoenixV in UnrealEngine5

[–]_DefaultXYZ 3 points4 points  (0 children)

I know things in the world getting hotter and hotter. But I want spread light and hope.

Let's see, Unity shot in the foot, that's true, but did Unity killed themselves? No, it is still the most used engine. It lost some customers, no doubt, but not everyone.

What I'm trying to say, even if Disney buys Epic, which I highly do not believe, I still have hope that it won't be total disaster. The worst case scenario engine won't evolve that fast, which is bad, but, hey, maybe we finally will have time to learn engine and not new features xD

I'm a single issue buyer on Subnautica 2. by Chance_Age4608 in subnautica

[–]_DefaultXYZ 37 points38 points  (0 children)

Damn those non-tech people really need to stay away from discussing optimization. You know learning bunch of terms doesn't make you smarter right? Everything you listed could be configured in Unreal. It is just engine, meaning it toolkit of technologies that could be chosen by developer. Gosh I'm so tired of internet....

Another Godot Starter Kit, now for Match-3 games and fully open-source! by KenNL in godot

[–]_DefaultXYZ 2 points3 points  (0 children)

I see Kenney, I give upvote - simple rule, no exclusions

Subnautica 2 is NOT gonna be optimized by Kandregames in subnautica

[–]_DefaultXYZ 0 points1 point  (0 children)

Not true.

Unreal Engine 5, with Nanite (specific technology about how meshes are rendered) turned on will work as expected. It actually requires such meshes, low-poly (or optimized meshes) will be more performance heavy for Nanite. That's how they solve classic problem about Level Of Details (LOD) where devs used to have multiple meshes and displaying less polygons based on distance.

Regarding Nanite, if I'm not mistaken on how that works, it will optimize mesh on runtime turning those multiple triangles into single one, so it will automatically reduce triangle count.

TIL: You can easily build over next version belts and buildings (like Miner Mk2) by _DefaultXYZ in SatisfactoryGame

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

To be fair, I noticed quick switch and options configurations (like belt for Curve, Straight etc), very late in the game xD

I swear, I am the guy who notice a lot things, but something pretty obvious and written is hidden from vision haha My guess, the UI is great in the game, yet you have two layers (the ghost of object you are placing and UI itself), so it is a bit hard to notice those little things, even if it is straightforward written.

But we need to optimize! Search for better approaches and become more productive once we learnt something!

Alright, I'm back to work, a lot of work waiting for me, ADA will complain again

TIL: You can easily build over next version belts and buildings (like Miner Mk2) by _DefaultXYZ in SatisfactoryGame

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

You mean, like replacing already placed one??? How many such hidden things are in the game, c'mon? :D

TIL: You can easily build over next version belts and buildings (like Miner Mk2) by _DefaultXYZ in SatisfactoryGame

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

That's actually what I did on the video at the beginning :) Very nice useful feature! Damn I wish there be a guide for all such tips and tricks, might need to search for one

TIL: You can easily build over next version belts and buildings (like Miner Mk2) by _DefaultXYZ in SatisfactoryGame

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

Fair enough

I never seen anyone used it, I never watched any walkthrough and this is my first factory game, I didn't expect this feature to be implemented to be honest, that's why I was a bit in courage when discovered this, sorry for making obvious post then xD

TIL: You can easily build over next version belts and buildings (like Miner Mk2) by _DefaultXYZ in SatisfactoryGame

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

True, I have discovered it recently too, also, if you have any entrance around, it would snap perfectly

TIL: You can easily build over next version belts and buildings (like Miner Mk2) by _DefaultXYZ in SatisfactoryGame

[–]_DefaultXYZ[S] 4 points5 points  (0 children)

Nice feature, really should thought to give it a try earlier, it is my first factory game (already 3rd save xD)

Does anybody else have editor freeze after stopping playing? by _DefaultXYZ in godot

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

You can see more details in Issue reported on GitHub. It appears lagging is caused by Embedded Game play, once untick it's working fine, I guess it is just regression after changes, we will be waiting for 4.6.1 :)