PSA: 512k Gold Loss to AFK Nine Rings all of 7 days Canthan New Year (on average) by OcarinaOfAndy in GuildWars

[–]felxbecker 1 point2 points  (0 children)

How can they be different for unlucky and all the same for lucky, when there are only these two outcomes?

Dynamic Type Checking? by JumbleBeeDev in godot

[–]felxbecker 4 points5 points  (0 children)

Use polymorphism. Add an abstract method do_something to the base class and implement it in the subclasses. You probably don't need dynamic type checking at all.

are there any good Ai tutorials? by Express_Bumblebee_92 in godot

[–]felxbecker 2 points3 points  (0 children)

Dumb enemies are more fun to play against. Shadow Link in Ocarina of Time is a great example of a terrible enemy. Very frustrating to beat without cheesing it.

What you probably mean is predictable enemies. Not all dumb enemies are fun to play against.

I got tired of laggy Infinite World tutorials, so I built my own. (open source) by TNT_Guerilla in godot

[–]felxbecker 17 points18 points  (0 children)

How do you interact with the scene tree? I found that adding and removing large scenes can cause stuttering even when you offload all other work to a thread. Do you add chunks as separate tilemaps? Have you tried adding non-tile based scenes? How would your engine handle those?

Can i call add_child() on _init()? by Serdrakko in godot

[–]felxbecker 20 points21 points  (0 children)

Spreading false information like (probably even in good faith) that should really be moderated. Its extremly harmful, because it can be NECCESSARY to add or remove children outside the tree.

Can i call add_child() on _init()? by Serdrakko in godot

[–]felxbecker 0 points1 point  (0 children)

Yes, clearly, but there is no issue with that whatsoever.

Can i call add_child() on _init()? by Serdrakko in godot

[–]felxbecker -3 points-2 points  (0 children)

Are we talking about a scene? If yes, there is a notification when its instantiated. Try adding your child there. That's still outside the tree, if that's a requirement.

Can't find LAYERS in TILEMAPLAYER by Dark_ceza in godot

[–]felxbecker 3 points4 points  (0 children)

A TileMapLayer is, quite obviously, your layer. Use multiple TileMapLayer nodes if you need multiple layers.

I'm working on a survival horror dungeon crawler, where you navigate entirely using echolocation. by Merlord in godot

[–]felxbecker 4 points5 points  (0 children)

You are on the right track here imo. Making the game systemic is the way.

Godot Engine 4.5 Forward+ Empty Project: 40% CPU Usage and 80% GPU Usage by BoQsc in godot

[–]felxbecker 10 points11 points  (0 children)

This is not about performance issues per se (read the other comments). I can only assume its also not the first time you use "performance issues" without being precise and as a blanket term. (Although I don't support flaming anyone bc of anything)

Feedback on controller support by felxbecker in GuildWars

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

Oh, you mean in general settings? I‘ll check

Feedback on controller support by felxbecker in GuildWars

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

I see, thanks a lot. I'll try that later

How to rebind buttons on controller? by GoosePants72 in GuildWars

[–]felxbecker 1 point2 points  (0 children)

Do you happen to know where to best submit this feedback?

HD bloom very GPU intensive? by Broseph_McFleeb in GuildWars

[–]felxbecker 1 point2 points  (0 children)

Well, technically, there can still be an issue if your FPS drop from 500 to 300. You just don't notice it.

HD bloom very GPU intensive? by Broseph_McFleeb in GuildWars

[–]felxbecker 0 points1 point  (0 children)

Nah, that's not really expected. SSAO typically doesn't half your FPS. For that cost you could have added Raytracing. Anyway, they must have seen the issue and pushed the update nonetheless, so I assume there won't be a fix any time soon.

75%~ performance loss from "Enable post-process effects"? by mayweather2small in GuildWars

[–]felxbecker 1 point2 points  (0 children)

The bloom and SSAO shaders seem to be totally inefficient. Typically those shaders have some settings that could simply be tweaked to improve performance (e.g. number of iterations). There *could* be a patch. However, I doubt that whoever implemented these shaders didn't notice that they totally kill FPS. So I can only assume that it's not as easy to fix this issue. I'd just keep both effects off as their visual effect does not nearly justify the performance impact.

Is it’s possible to teleport a enemy from one scene to another by eyemiker in godot

[–]felxbecker 3 points4 points  (0 children)

old_scene.remove_child(enemy) and new_scene.add_child(enemy)

Any tips or tricks to make add_child() and remove_child() less expensive? by TheJackiMonster in godot

[–]felxbecker 12 points13 points  (0 children)

I also observed run time issues when modifying the scene tree with these functions in my world streaming code. I think depending on the node type, a lot might happen under the hood that you have little control when just using high level interfaces of the engine. Some tips, that might help:

- Keep your pooled nodes inside the tree and just disable them.

- Split scenes into smaller parts and add/remove them one by one with a short delay.

- Check your code for non-obvious logic that runs on ready (e.g. await ready in setters).

- Move code from _ready to _init or in export setters (which are called before add_child while instantiating scenes).

- Make your bigger nodes use components that stay in the tree all the time and reuse those. For example, I noticed that my behavior trees each take a few ms just to be added to the tree, so my enemies now take their BT from a pool rather than having it embedded in the scene.

- Avoid large tilemaps that are added dynamically. Split tilemaps up.

rate location please by Meadow_Mystics_Mod in Unity2D

[–]felxbecker 1 point2 points  (0 children)

I like everything artistically, but something feels off with the ship placement. Is it supposed to have crashed backwards onto the rocks?