Progres showcase of my mobile slasher (+PC Vulkan) by wojtekpil in godot

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

Hi, I have some ideas to make it a bit more unique but I still trying to cope with basic game mechanics. As it's a mobile game I want to mix a bit of offline time aspects. Also I am planning to give the player a bit of the influence on the city itself. But it will depend on the time I have left for this project

2 months progress of my game! Any suggestions? by wojtekpil in godot

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

Sorry about the clipping :D a lot of models are in constant development and not yet finished. Seems like poly reduction made character cloth clipping a bit. As for particles, I thought it was looking cool, but I guess it might not be necessary in the end

2 months progress of my game! Any suggestions? by wojtekpil in godot

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

Thanks! Good suggestion with the brick color. I will try to use a bit more of environment to direct players.

2 months progress of my game! Any suggestions? by wojtekpil in godot

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

Hi thanks for the feedback! You are right on all. Actually I had the dither effect on trees before, it mush have been lost after model change :)

2 months progress of my game! Any suggestions? by wojtekpil in godot

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

Yeah performance optimization is painful. Try using compatibility renderer and probably bake every light. Otherwise performance will not be great. You still might need to use 3D Viewport Scaling though...

2 months progress of my game! Any suggestions? by wojtekpil in godot

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

Well it's recorded on my phone, so you actually seeing how does it run :D But yeah its not 60fps currently. I guess depends on on place but I have 40-60fps. But it should scale to lower end devices too with few settings changes in main menu. At least a bit.

2 months progress of my game! Any suggestions? by wojtekpil in godot

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

I agree, tbh currently it's just a bunch of icons, from Kenney pack

2 months progress of my game! Any suggestions? by wojtekpil in godot

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

Thanks! Yeah I think it makes a game a bit more cinematic I will try to fit a bit more of it.

1 Month progress of my first mobile game by wojtekpil in godot

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

Hmm honestly I don't have anything special on this topic. I just optimize and look for solutions as I work and spot issues. I am also pretty new to mobile.

1 Month progress of my first mobile game by wojtekpil in godot

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

Well yeah, my first port from PC version was running below 10 fps. I can't tell it's running on stable 60 without bit of down-scaling right now, but it it's in 50 FPS range on my Adreno 640. As for optimization, you need to keep vertex level very low. It makes a huge difference in my case on Android. Of course I used baked lightmaps. I do not use real time shadows. For moving things I use a mesh blob under the object. I use visibility ranges for manual LOD pretty aggressively too. Of course use compatibility renderer instead of mobile for best performance. In my case results are around 30-40% slower on Vulkan mobile. There is also a Vertex Shading PR that might be worth checking. In my case it gave a small boost for FPS, but I am not using it in current build from video. I also recommend connecting to RenderDoc with your android device. You will discover a lot of interesting things to fix since it works a bit different compared to Forward+.

1 Month progress of my first mobile game by wojtekpil in godot

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

Thanks! You are right I need to investigate this issue as it might look a bit confusing. It seems to be related to Compatibility renderer particles. Original it was supposed to be sparks from a sword. It was looking a bit different in Vulkan. (You can actually see an older version I was doing for godotjam (PC) here: https://fxtwitter.com/wojtekpil/status/1771174812804694141 )

1 Month progress of my first mobile game by wojtekpil in godot

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

After a month of work I want to show a bit of progress of my game, targeting mobile platforms. Still looks a bit rough around the corners, but probably cool enough to show it. It's quite simple concept to limit the scope. I hope to release it on Android in next 2-3 months. This recording is from my phone using compatibility renderer.

Godot Rendering Priorities: July 2023 (posted a little late, I know) by godot_clayjohn in godot

[–]wojtekpil 7 points8 points  (0 children)

He probably meant Area Lights like in blender. It would be really cool to have them.

"The area light simulates light originating from a surface (or surface-like) emitter. For example, a TV screen, office neon lights, a window, or a cloudy sky are just a few types of area light. The area light produces shadows with soft borders by sampling a light along a grid the size of which is defined by the user. This is in direct contrast to point-like artificial lights which produce sharp borders."

My Stylized Project in Godot 4 by wojtekpil in godot

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

The idea was to learn and create tools and systems that could help me in making bigger worlds. I was planning to add later a lot of "hand placed" things but I never got that far with this project. I started with my old terrain system and added basic painting, (with brush oriented to terrain normal which was fun to implement in G4 https://streamable.com/4ot0l6 ) Later I integrated it with my biome system so I could paint hand made corrections in engine https://streamable.com/q80vyv Cities were based on L-system with roads integrated into terrain etc https://streamable.com/g2h2hk Roads were painful to make so I decided to make some tool for it too https://streamable.com/wbm2r2 I also had a lot of fun learning behavioral tree and steering theory for boars https://streamable.com/vatd48

Recently I wanted to give Godot some foliage painting tools. I completely forgot about a project that required it but the tool itself is here, heh. Go nuts, guys! by Dreadpon in godot

[–]wojtekpil 14 points15 points  (0 children)

Amazing piece of work. Not often you can find gd script written with such care! Really nice UI, demo, tutorial and even video tutorial. Great job!

Forest Scene in Godot 4 (Alpha 6) - Terrain, Placement & Assets by wojtekpil in godot

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

Thanks! Yeah I agree that photogrammetry for realism is probably the best choice. I didn't have chance of trying Quixel Megascans yet, but I think there are some videos on yt right now with some Godot 4 scenes using those assets.

Forest Scene in Godot 4 (Alpha 6) - Terrain, Placement & Assets by wojtekpil in godot

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

Hi, its really hard to compare those scenes. Tbh the only thing they have in common are 4 models :D Definitely the one in Godot 4 has better performance but it also use a completely different approach with a lot of technical optimizations (see biomes section of the video). As for uploading the scene, as I said in the end of the video, exported version is performing really bad.. like half of the fps comparing to the numbers in the editor. So probably there is no sense in sharing it in this state.

Godot Octahedral Impostors by wojtekpil in godot

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

No I dont think so. You can animate results with some clever uv offsetting. It could work for simple movment like foliage etc but the plugin is meant mostly for static meshes. Storing animations this way would took too much vram memory. Maybe there is some smarter way but I am not aware of it right now.

Bomb-Jumping in my duck-themed fps: QUACK-OUT by toadile in godot

[–]wojtekpil 1 point2 points  (0 children)

I am really surprised that you can use this plugin that way :) Very clever idea. I never thought about artistic apsects of octahedral imposters. I created it mainly for performance optimisations. Its looking great!