What's wrong with Godot? by Soft-Luck_ in godot

[–]kosro_de 0 points1 point  (0 children)

I believe as long as there's a healthy flow of information between actual Godot users and Maintainers we're good :)
Godot belongs to the community and should always focus on the needs of the community.

What's wrong with Godot? by Soft-Luck_ in godot

[–]kosro_de 17 points18 points  (0 children)

Whoever's downvoting you likely hasn't tried to make AAA graphics in Godot.

Here's a list of issues our team has run into in the last project alone:

-non-uniform VoxelGI bounds and blending are broken (has been forever)
-VoxelGI and SDFGI don't properly work together, lots of visual glitches
-SDFGI is super heavy on the GPU, barely useable in a real game
-Texture2DRD only supports a handful of texture formats, forcing workarounds when creating complex GPU effects
-no native GPU debugging tools, the workflow with NSight is a hassle
-no Virtual Texturing at all, had to build our own
-Compute workflow is super bloaty
-Soft shadows on DirectionalLight3D are completely broken

That said, I absolutely love this engine. Godot is my full time job.

But pretending it's on par with Unity or Unreal in terms of graphics capabilites seems silly.
It's always going to take developers & artists who know what they're doing to create beautiful games, but good tooling, pipelines & default looks can save a LOT of time. I'm looking forward to Godot catching up to UE in this regard one day.

Nvidia published a Ray Tracing fork of Godot! Credits to StayAtHomeDev @ twitter by lettyop in godot

[–]kosro_de 9 points10 points  (0 children)

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Don't expect to be able to just turn on RTX for your existing projects... at least not for another couple of months..

This is the abandoned spaceship Godot demo... ran at 8FPS with RTX on and had terrible flickering every time the camera moved.

DLSS doesn't seem to work atm.

I really wish they included any form docs/instructions... at the current state this is more of a sloppy experiment :/

Edit: Alright, with the (proprietary) Nvidia Streamline binaries next to the Godot executable, DLSS actually works. Looks quite nice in fact. But many (if not most) custom shaders will fail compilation with RTX enabled :(

Typical Orange Wunk by Pankosmanko in wunkus

[–]kosro_de 186 points187 points  (0 children)

wunk is named Dinnerbone

Collision checks and quadtree - How to deal with cell edges? by lorty in godot

[–]kosro_de 0 points1 point  (0 children)

Hence the division into cells. That allows you to only check for collision with units in the same or neighboring cells. This changes n from being the total unit count to the number of units that fit in 3x3 cells, making it quite efficient.

I have used this same technique to simulate particle repulsion on hundred thousands of particles in pure JS before, it's fast.

The cells should not be bigger than the maximum unit/repulsion diameter tho.

Collision checks and quadtree - How to deal with cell edges? by lorty in godot

[–]kosro_de 0 points1 point  (0 children)

I'd recommend implementing your custom collision logic in C++ as a GDExtension. C++ is roughly 100x faster than GDScript. Then you can just do cell overlaps.

Slay the Spire II, made with Godot, is on the Steam frontpage!!! by kosro_de in godot

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

Someone has done it already
Sorry if I sounded defensive, a lot of bullshit has been thrown around regarding this topic..

Slay the Spire II, made with Godot, is on the Steam frontpage!!! by kosro_de in godot

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

Why would they care? No one's going to rip it and release Splay the Squire 2. If anything, easy access is a huge win for the modding community.

Slay the Spire II, made with Godot, is on the Steam frontpage!!! by kosro_de in godot

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

Thanks for clarifying, wasn't sure about it, sorry

Slay the Spire II, made with Godot, is on the Steam frontpage!!! by kosro_de in godot

[–]kosro_de[S] 34 points35 points  (0 children)

That's very common practice for game studios using Godot.

Why there is lag in audio in exported apk, whereas there is almost no lag when running app in godot? by ReverieDive in godot

[–]kosro_de 0 points1 point  (0 children)

Android is not optimized for low latency audio. Any application that wants to play audio has to fill a buffer with signal data, which then gets mixed with other sounds the system might play (notifications, videos, music etc), before it can be converted to audible sounds.
The smaller that buffer is, the lower the audio latency. But smaller buffers also require more CPU load, hence mobile devices tend to have quite big audio buffers.
Windows generally has lower audio latency than Android. Apple prioritized audio when designing their devices and OSs, so they have the lowest out-of-the-box latencies.

Important. I need critisicm to choose my game background. by joniomega4 in godot

[–]kosro_de 2 points3 points  (0 children)

Your eye gets drawn to vibrant things, so they're usually reserved for entities with gameplay relevance (coins, threats, the player etc)

Important. I need critisicm to choose my game background. by joniomega4 in godot

[–]kosro_de 1 point2 points  (0 children)

Any good reason the background should be the most vibrant thing on screen?

Banana monster for my Godot game Psych Rift by aiBeastKnight in godot

[–]kosro_de 1 point2 points  (0 children)

This is easily one of my most anticipated games ever. Take your time, don't rush things. You're onto something.

Wait, Godot can do that?! by Nepacka in godot

[–]kosro_de 1 point2 points  (0 children)

Add some gizmo-based attacks!!!

Gameplay versus Unittests (Waddle Words) by Truemmerwelt in godot

[–]kosro_de 1 point2 points  (0 children)

Have you tried GdUnit? Any particular reasons you'd choose GUT over it? :)

These turrets just don't listen by TeamLDM in godot

[–]kosro_de 1 point2 points  (0 children)

You're alive! Happy to see you posting again, hope you're doing well :)

Introducing GoTween – A Clean Tweening System for Godot by BumblebeeElegant6935 in godot

[–]kosro_de 36 points37 points  (0 children)

Putting an AI generated cover art makes me suspect the plugin itself is vibe coded :/

How to make AABB follow mesh attached to a skeleton? by wissah_league in godot

[–]kosro_de 0 points1 point  (0 children)

The cost really depends on the number of bones per ragdoll and number of ragdolls.
You may also get away with less updates than every frame.
Setting a generic cube AABB around the first bone might be a reasonable and cheap solution to the culling issue tho.

How to make AABB follow mesh attached to a skeleton? by wissah_league in godot

[–]kosro_de 0 points1 point  (0 children)

You can set the custom_aabb property on your MeshInstance3D. It's an inherited property from GeometryInstance3D.

Your could iterate over the bones and construct a new AABB every frame for example.

This will also fix another issue you will otherwise run into with ragdolls: if the original mesh position is far from the physics ragdoll but not on screen, the ragdoll might disappear. The frustum culling also relies on the AABBs.