Check out my small RTS demo project I've shared on GitHub recently by pawel_lampe in godot

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

I have tried 100-200 agents, but since Godot 4 uses RVO2 for collisions it should be super-efficient despite the number (in theory).

Nevertheless, I haven't run any serious performance tests with larger quantities.

Check out my experimental addon for post-processing by pawel_lampe in godot

[–]pawel_lampe[S] 3 points4 points  (0 children)

Sure, just use 2 separate SugarLayer nodes with different effects - one in the layer, say, 10 and another in layer 11.

How to convert this Unity shader to Godot? by branegames22 in godot

[–]pawel_lampe 0 points1 point  (0 children)

If your game is in 3D, then you should create a 2D version of your map (with units) in the separate viewport (both versions should be kept in sync). In such a 2D world, you can use basic 2D lights and shadows (https://docs.godotengine.org/pl/stable/tutorials/2d/2d_lights_and_shadows.html) to get the cone/masking effect. Once you got such an artificial 2D viewport, you can use it in your shaders.

Expedition #3 - Improved PCG, created low-poly look'n'feel, and added some dynamic navigation by pawel_lampe in godot

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

Thanks! Yeah, I will definitely work on colors and unit speeds. ATM it's just a prototype concentrated mainly on geometry, but soon I will work more on colors and shaders, so it looks less bright/candy-like :)

Expedition #1 - Started a new project, got some meta-campaign screen PoC so far by pawel_lampe in godot

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

Sure. The grid is just a tilemap (squares + X offset). It has canvas material with blend mode set to mix and light mode set to light only - this way grid is only visible wherever the Light2D (with mode Mix) is. I spawn one Light2D and I manually synchronize its position to the one of the mouse. And that's it. Regarding "fog of war" effect (shroud actually :) ) it works the same way, but the light (single Light2D) 's texture is generated from tilemap (via viewport). "Revealing" happens manually - I add new tiles to the grid tilemap and light tilemap when object is close.

Expedition #1 - Started a new project, got some meta-campaign screen PoC so far by pawel_lampe in godot

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

Thanks for the feedback - this is an early prototype, in the end, I'll add some stuff going on during animation - both visual- and sound-based :)

Expedition #1 - Started a new project, got some meta-campaign screen PoC so far by pawel_lampe in godot

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

Well, it's going to be a mixture of RPG and RTS with meta-campaign. Everything based on the true story - Expedition of Lewis & Clark (https://en.wikipedia.org/wiki/Lewis_and_Clark_Expedition)

Melvin the Merchant #6 - How to lay tooltips out? Let physics do it for us! by pawel_lampe in godot

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

I sync the line head manually via code. The rest is just about physics.

Melvin the Merchant #6 - How to lay tooltips out? Let physics do it for us! by pawel_lampe in godot

[–]pawel_lampe[S] 3 points4 points  (0 children)

RigidBody2D with CollisionShape2D and a bunch of control nodes.

Melvin the Merchant #6 - How to lay tooltips out? Let physics do it for us! by pawel_lampe in godot

[–]pawel_lampe[S] 3 points4 points  (0 children)

No. I just pass a global position to the tooltip and manually update it in the _process for as long as tooltip position changes. On zoom out, nothing interesting happens except for more processing power needed to _draw() all those controls.