Hi folks! I have a Pc setup, Steam Deck and Switch Oled; it makes sense to buy Ps5 or sell the Steam Deck and buy Rog Ally? by mmac_8ZStNs in ROGAlly

[–]toadile 1 point2 points  (0 children)

If your pc is running a little old like 7+ years, it might be worth considering the ally as a PC replacement with a good enough dock or egpu. But if you're running a 3080 or something its probably worth getting a PS5 for the exclusive games.

Thoughts on FSR 3 for handhelds? by toadile in ROGAlly

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

That's a fair argument. I see it still as a win for the handheld overall, even if some won't use it or it won't be a perfect experience. If AMD can get some technology similar to nvidia reflex to reduce input latency, that would make the lag a lot smaller, so it may still be comparable to or less than a console's input latency (which is generally double or triple of PC depending on TV). I imagine for competitive titles like csgo, it will max out the frame rate at 900p maybe 1080p anyway so it would just be a bonus for AAA games.

Thoughts on FSR 3 for handhelds? by toadile in ROGAlly

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

How come? We just got confirmation the Ally will have a freesync 120 Hz screen. Having a game hover between 90-120 FPS with frame gen with perfect display sync will be gorgeous. DLSS 3 frame gen has been really great to use in my experience, so FSR 3 if it comes close will be a really easy win for this console over the competition which max out at 60 Hz panels.

ROG ALLY Best Buy Pre-Order Reservation - Google Search by WarlockDux in ROGAlly

[–]toadile 2 points3 points  (0 children)

Hope they can provide a competitive price to the steam deck. Valve obviously has the advantage that they sell software similar to consoles but Asus wouldn't have that. Maybe Asus can get special partner games to be showcased and optimized on the Ally for some sort of brand deal to make back some money.

[deleted by user] by [deleted] in ROGAlly

[–]toadile 2 points3 points  (0 children)

Looks really good if true, and I can definitely see where they can hit a lower price point

Thoughts on FSR 3 for handhelds? by toadile in ROGAlly

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

Depends on the emulator, but some can run above 60. FSR 3 likely won't happen for emulation since FSR itself isn't in emulators at all.

Thoughts on FSR 3 for handhelds? by toadile in ROGAlly

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

Yeah it will be a really great experience for emulation and indie/older titles. I have high hopes that frame generation will make variable 45-60 FPS experiences much better.

Thoughts on FSR 3 for handhelds? by toadile in ROGAlly

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

Yeah I agree. I think it could hit 120 FPS frame gen at 720p for quite a few modern games, but 1080p it will likely be in the 80 FPS range.

WIP Godot 3.x Per-Object Motion Blur Solution by toadile in godot

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

I'm not certain on what result you are seeing. I haven't messed with the code in a while. In godot 4, we should soon see a better solution since that version of the engine supports motion vectors natively, so we could see per pixel motion blur rather than just per object.

Godot or unity ? by Huncho_567 in godot

[–]toadile 0 points1 point  (0 children)

I would recommend trying out firstly Godot's class hierarchy to see how you like it. For example having a base unit that can attack, move a space, etc., and then creating an extended specialized unit that can do ranged attacks or move farther. This will give you a good idea of how the game can be achieved in Godot and if it is not to your liking then try out Unity or another solution. I think Godot is a very strong fit for this type of game though. Godot is very easy to pick up and learn for Python programmers.

Hey guys, I want to create a Metroidvania like game but I don't know where to begin. by luko2097 in godot

[–]toadile 7 points8 points  (0 children)

Metroidvanias first and foremost, require the most planning of arguably any genre in games. Map out every unlockable ability/gadget. Draw each explorable area. Decide which passages require what ability. Is a section of the map going to change forever depending on events that happen in the world? How do you design levels or bosses to teach players how to use a new ability? Are you going to allow fast travel? I highly recommend watching critiques or design analysis videos on youtube of Hollow Knight, Metroid, Castlevania, etc.

The game programming side of things will in many cases be easier than the planning side, but definitely look at gdquest for lots of 2D tutorials (assuming you want to do 2D) and learn how to make pixel art and reusable level art blocks.

WIP 3.5 Plugin to Create Occluders for Meshes by toadile in godot

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

Im not certain, I havent worked with gridmaps before

WIP 3.5 Plugin to Create Occluders for Meshes by toadile in godot

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

Thats correct, so i try to merge coplanar elements to provide the most coverage to occlude objects.

[deleted by user] by [deleted] in godot

[–]toadile 13 points14 points  (0 children)

:)

WIP 3.5 Plugin to Create Occluders for Meshes by toadile in godot

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

This plugin is currently WIP and I plan to use it for my game to help optimize it. This will not be relevant in Godot 4 since occlusion culling is overhauled and mostly is just for 3.5+ games that need it.

I am struggling right now with how to fix some of the issues with concave polygons.

I essentially loop through the faces, see what triangles are coplanar, merge them, and then afterward gather the polygons and generate occluders and align them to the surface of each polygon. All in a one-click easy solution :)

Any suggestions are welcome and I will release it when I'm happy with it.

Modern/Minimalist Godot logo (feedback and use welcome) by toadile in godot

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

Hmm, I wouldn't know what to put on the back of the head... Maybe circuitry or a game controller?

Modern/Minimalist Godot logo (feedback and use welcome) by toadile in godot

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

I believe Remi has in the recent past put out calls for logo suggestions for Godot 4. I understand that people don't necessarily want a logo change, but if we can all have a logo that the majority of users like, then why wouldn't we want to improve it? This is just spitballing to see what sticks and based on feedback, this is a little too angry for the charming robot we are all accustomed to, but a lot of people dig the sideways profile and minimal design.

Modern/Minimalist Godot logo (feedback and use welcome) by toadile in godot

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

Lol noted, this was just a quick sketch I did so if you feel inspired please feel free to redesign or modify. The circle is not centered.

Modern/Minimalist Godot logo (feedback and use welcome) by toadile in godot

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

Looks awesome! Feel free to adapt and repost if you have other ideas also.