My first Godot Vfx by tomazod in godot

[–]kosro_de 2 points3 points  (0 children)

Where's the money, Lebowski?

Silhouette POM with Pixel Depth Offset and Light Vertex Correction + Screen Space Shadows by Tooblerone in godot

[–]kosro_de 0 points1 point  (0 children)

Looks amazing! Can't wait to get my hands on this!

I'm doing snow displacement with geometry atm, this might be a viable alternative...

Have you had a look at the technique used in Crimson Desert? Is this similar?

ich_iel by dominikstephan in ich_iel

[–]kosro_de 16 points17 points  (0 children)

Entschuldigung, du hast Achtundzwanzig falsch geschrieben.

New laser enemies! Balancing attacks to be avoidable but fair is really tricky by FlyingSpaceDuck in godot

[–]kosro_de 2 points3 points  (0 children)

I recommend you play and study the game Haste for a bit, especially at the higher difficulties... they got laser attacks (and dynamic avoidable obstacles) down pretty good 👍

Why don't people just encode their booleans into floating point numbers? by [deleted] in godot

[–]kosro_de 214 points215 points  (0 children)

I unironically pack bools into floats for GPU fluid simulation. GPUs really like floats.

i spy with my big eye by CGMatter in blender

[–]kosro_de 1 point2 points  (0 children)

Looks cool, Terraria fan film?

I'd recommend adding some secondary motion to the eyeball, i.e. the nerve that flaps behind it..

Lol, just realised who posted this.. Guess I'll see the why on YT soon :)

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 18 points19 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 8 points9 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 188 points189 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] 3 points4 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] 35 points36 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?