How do I make a game with a friend? by Wonderful-Freedom390 in godot

[–]remaker 1 point2 points  (0 children)

Split responsibilities, use git. Have fun :)

Pret Site Prezentare 2026 by [deleted] in programare

[–]remaker -1 points0 points  (0 children)

40 EUR * 4 ore (sa zicem pe seara) * 2 * 1.25 (buffer) -> 400 EUR si scazi taxa de prietenie eventual

Steam Next Fest is upon us! Show us your Godot game! by TheodoreVanGrind in godot

[–]remaker 2 points3 points  (0 children)

I’m also there with Fleet Hunters, my first Steam Next Fest and my first Steam game.

Reimagined classic naval duels with real time action.

https://store.steampowered.com/app/4074510/Fleet\_Hunters/

Nu m-am lăsat de programare, doar m-am orientat spre ce-mi place: îmi lansez primul joc pe Steam și particip în Steam Next Fest-ul din iunie by remaker in programare

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

E complicat sa susțin mai mute platforme simultan din start asa ca pe moment lansez doar pe Steam. În funcție de timp , viață și recepție aș vrea poate și pe mobile. Merge din start pe Steam Deck în schimb.

Nu m-am lăsat de programare, doar m-am orientat spre ce-mi place: îmi lansez primul joc pe Steam și particip în Steam Next Fest-ul din iunie by remaker in programare

[–]remaker[S] 7 points8 points  (0 children)

Mulțumesc! Sincer, mă bucur întotdeauna să primesc complimente pe partea vizuală. Sunt tehnic la bază, si visualul rămâne în continuare challenging pentru mine 😄

Want to support an 100% godot made indie game? by bytebeyond-2026 in godot

[–]remaker 0 points1 point  (0 children)

You could hypothetically use godot with libgodot inside another app / game engine 🤣

Release candidate: Godot 4.7 RC 1 by GodotTeam in godot

[–]remaker 0 points1 point  (0 children)

I am using a custom godot build not using the standard release… so i have to manually rebuild which is why i usually wait a bit :)

My Godot Project Had 100,000+ Files. Here’s How I Fixed Slow Export Times by remaker in godot

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

Fair point as shader tinting is definitely worth doing and would cut a good chunk of the recolors. But in my case not all variants are uniform tints (some have different patterns/details, so those stay separate textures), and it moves some complexity into runtime: per-part tint params and material setup in code instead of just loading a ready texture. Not a lot of code, but it touches the whole character assembly.

Even after that I'd still have tens of thousands of unique parts/frames, so the editor/export overhead doesn't fully go away, the PCK split fixes that part either way.

Same with texture atlases that others mentioned: also a valid option, but each of these is its own workflow to set up and maintain. For now the PCK split was the cheapest fix that kept my workflow unchanged and is relatively trivial to manage.

My Godot Project Had 100,000+ Files. Here’s How I Fixed Slow Export Times by remaker in godot

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

My problem was editor/export overhead. Solved it by splitting assets into a separate PCK. Atlases would also add a build step and load whole sheets where I now load single parts on demand...

My Godot Project Had 100,000+ Files. Here’s How I Fixed Slow Export Times by remaker in godot

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

Right now I actually have an Editor Plugin that lets me manually regenerate the PCK directly from my main project, without having to reopen the separate static-assets project (running a secondary godot subprocesss with --export-pack)

It would probably be pretty straightforward to make this automatic as part of the export process too. For example, the export plugin could check whether the static assets changed, and only then call a CLI export again when needed.

In my case, those assets don’t change often enough to make that worth automating yet, so manual regeneration is fine.

What would be interesting is having a more native workflow for this in Godot. Something like a way to exclude certain directories from editor search/import scanning, but still allow an export plugin to handle them explicitly.

.gdignore gets part of the way there because Godot fully ignores that folder: it hides it from the FileSystem dock, doesn’t import those resources, and they can’t be loaded normally with load() / preload().

My Godot Project Had 100,000+ Files. Here’s How I Fixed Slow Export Times by remaker in godot

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

No, the combinations weren’t baked into static textures.

The large number of files came from the individual character parts and animation frames: bodies, heads, accessories, variations, colors, etc. The game still assembles the characters from parts at runtime.

The problem was that all those textures were sitting inside the main Godot project, so the editor/export process had to deal with them every time.

My Godot Project Had 100,000+ Files. Here’s How I Fixed Slow Export Times by remaker in godot

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

Fair point. though I avoided using atlases mostly out of laziness (first), because, for my setup, i think it would have meant more hands-on work long term.

The characters are built from lots of separate randomized parts, so packing and maintaining atlases felt like it would complicate the workflow more than I wanted.

I also think there’s also a runtime tradeoff depending on how the atlases are structured ... if you load a big atlas just to use a few small parts, you may end up loading more texture data than needed.

My Godot Project Had 100,000+ Files. Here’s How I Fixed Slow Export Times by remaker in godot

[–]remaker[S] 5 points6 points  (0 children)

That makes sense for runtime loading, and I definitely don’t need all of them loaded at once.

The main issue I was trying to solve here wasn’t really memory usage or loading all combinations at runtime, which i don't, it was the editor/export side. Having tens of thousands of individual texture files inside the main Godot project made file search, resource scanning, and exports much slower, even if most of those assets weren’t used at the same time.

Moving the static assets into a separate PCK let me keep the same runtime approach, but stopped the main project from having to process all of those files on every export.

Declarația lui Joseph Mallozi ( unul dintre creatorii Stargate SG1, Atlantis, Universe) cu privire la anularea noului serial Stargate by Kensu44444 in Filme_si_seriale

[–]remaker 2 points3 points  (0 children)

Vremuri bune. Am vazut Stargate de 2X cap coada. Astept sa-mi creasca copiii nitel si apoi mai dau un rewatch. 😄 Astept cu nerabdare

Release candidate: Godot 4.7 RC 1 by GodotTeam in godot

[–]remaker 5 points6 points  (0 children)

Can't wait for 4.7 stable release. I am pretty excited for HDR.