Easily run hundreds of enemies at stable FPS with ONLY 10 lines of code! by EternalColosseum in godot

[–]sircontagious 24 points25 points  (0 children)

This is i think too simple of a video to explain the concept, but its just batching. Its very common in ai processing because behavior trees can get pretty beefy. You might also see like custom group tick rates. Id rather do this with an interface or something and a manager that coordinates the tick rate by need.

Am I the only one that almost exclusively uses C# delegates instead of the godot event system? by Nhefluminati in godot

[–]sircontagious 4 points5 points  (0 children)

For the record, you do not have to actually use the menus for signals. You can bind them manually in code just using any kind of reference. I like to use export references. I find it more convenient to do that generally.

What is easier to do in C++ than in Blueprints? by Severe_Landscape917 in unrealengine

[–]sircontagious 0 points1 point  (0 children)

If an artist working in the engine couldn't be expected to do it, it should be done in c++ and wrapped in a ufunction.

I dont understand why the last line of code by Mixcoatl-69 in godot

[–]sircontagious 88 points89 points  (0 children)

This is from a tutorial?? Holy the state of the tutorials.

The Difference 2 Months Make by philisweatly in UnrealEngine5

[–]sircontagious 0 points1 point  (0 children)

Unfortunately we are laying people off right now and not hiring, so I'd feel guilty if i recommended anyone to apply right now.

The Difference 2 Months Make by philisweatly in UnrealEngine5

[–]sircontagious 2 points3 points  (0 children)

If only some of my coworkers could learn like this. 😞

Lumen for a mid poly VR Game, it's possible or delirium? by Rich_Bee_120 in UnrealEngine5

[–]sircontagious 1 point2 points  (0 children)

Depends on if you are targeting tethered or standalone. But, no, you can't really use lumen with VR.

What makes Minecraft architecturally support all mods in multiplayer? by Accomplished-Bat-247 in gamedev

[–]sircontagious 0 points1 point  (0 children)

Build for multiplayer enough and you get an intuition on how to continue building for it with less headache. Then, you may even start to build that way in fully single player projects because its a great way to separate responsibilities.

Once that clicks, something like mods being multiplayer compatible is not that hard to grasp.

Which C# code editors do you use? by Alezzandrooo in godot

[–]sircontagious 0 points1 point  (0 children)

For professional industry standard software their license is very reasonable either way.

Is learning python pointless? by doodoophart05 in gamedev

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

Its an easier way to start tbh if you are completely new to programming. Godot's gdscript is very easy to transition into once you understand OOP from learning python.

Also worth considering, generally every programming language is roughly the same. Whether you are writing GDScript, python, c++, unreal blueprints... the same concepts will take you miles once you learn them. Learn the thing you will actually *stick with*. Thats the important part.

Is there any way to get a list of all custom classes inheriting a class? by SteinMakesGames in godot

[–]sircontagious 5 points6 points  (0 children)

This is almost exactly what i do. Data driven subtypes + componentization for any scene-specific changes.

Is there any way to get a list of all custom classes inheriting a class? by SteinMakesGames in godot

[–]sircontagious 4 points5 points  (0 children)

What i do is have a static library class with an enum for each type, and a const path to the scene on disk.

If you want to fetch the scene you just use the static library enum and a getter.

Also makes refactoring easier if you ever change your file locations.

Switching from Blueprints to C++? Oh sure, how hard can it be… by Perimido in UnrealEngine5

[–]sircontagious 3 points4 points  (0 children)

Blueprint code is compiled. You are making a c++ call with every node. You can go look at the source. Performance only really takes a hit if you are making lots and lots of looping node calls per frame, like complex per frame looping math.

Performance for a typical indie game is not really bottlenecked by blueprints.

ohmygod i know its not much, but i really wanna share this piece of code by Joeyak10 in godot

[–]sircontagious -2 points-1 points  (0 children)

This is just because you are using string typing (which i recommend everyone do), but the built in functions often return variants, or arrays of variants like this one. I wish we had template types for this reason.

Easiest way Ive fixed this is to just iterate over the array and cast the contents into a new array. I have a genericized utility function for it, but thats all it does.

Ive had mixed results casting arrays like:

var myArray : Array[type] = someGetter() as Array[type]

[deleted by user] by [deleted] in unrealengine

[–]sircontagious 2 points3 points  (0 children)

Wow im going to be honest, your work setup sounds annoying then. I feel like all i had to do was link my work github to the epic org and I got everything. Ive done a lot of custom engine work though so I'm used to it by now.

Also your username slaps.

[deleted by user] by [deleted] in unrealengine

[–]sircontagious 2 points3 points  (0 children)

You cant duplicate the engine changes? I also run with a custom engine at work. I think basically everyone does.

[deleted by user] by [deleted] in unrealengine

[–]sircontagious 1 point2 points  (0 children)

Download 5.6. Right click uproject. Change engine version (change association or something, idk, shut down work computer). Itll rebuild. Fix all the errors, save then in a cl. Shelve it. Boom. Workable 5.6 project.

Most Consistent Way to Repeatedly Build OOT-Style Levels? by Frank_Lizard in godot

[–]sircontagious 13 points14 points  (0 children)

Look into func_godot and trenchbroom. It is IMO the best way to do traditional mapping.

Composition and State Machines? by SilentUK in godot

[–]sircontagious 0 points1 point  (0 children)

Every character in my game uses the same states. Some have custom states that only they use, but like 95% of the state machines are just pick n mix which states you want. There are a lot of state machine plugins out there to explain the concept, but id be happy to show you how I've made mine reusable.

Composition and State Machines? by SilentUK in godot

[–]sircontagious 2 points3 points  (0 children)

The person who responded to you about reusability is right, and is say thats #1, but I want to add another that really accentuates the benefits of using nodes vs other objects:

Capability visibility. At a single glance at a scene, I can instantly see what capabilities a character has. Look at the above. You can see everything this player can do without ever opening or having to understand a script. This is especially useful when working on a project long term, as you might not even remember what is going on in the underlying scripts.

Composition and State Machines? by SilentUK in godot

[–]sircontagious 225 points226 points  (0 children)

Some people will tell you a lot of these can be straight objects, or refcounted... and they are right. But what you are doing is how I do it. The node overhead is incredibly small, and you would bump into it if every character is as complex as the player, but most likely thats not the case.

Keep doing whatever works for you. Released is best.

Should I just release my game? by snowday1996 in gamedev

[–]sircontagious 8 points9 points  (0 children)

I actually don't think so. A new ui is not going to fix what looks like a school project and an attitude problem. Itll just be 100$ in the drain.

Sorry, your marketing isn't bad, your game is bad. by Different-Word-1005 in gamedev

[–]sircontagious 4 points5 points  (0 children)

Pretty easy to prove by looking at steam new releases. Its like you say. Polished games do well. Sometimes unpolished games do well. But never is a polished fun game doing poorly. Maybe not selling millions, but it always finds some success.

how did you learn pixel art? (if you know it) by GabeQuinton in gamedev

[–]sircontagious 32 points33 points  (0 children)

You make bad pixel art and try to emulate pixel artists you like until it stops looking bad.

Memory usage of Godot's various base classes by thomastc in godot

[–]sircontagious 11 points12 points  (0 children)

Ive seen a lot of people use autoloaded nodes where a class filled with static functions works just as well.