#Project S-812
1 messages · Page 7 of 1
It's still there, I haven't done anything to it recently. Kinda don't have time to dig into it.
It was a fun little project to just see how good Godot can render characters.
I only did it to see what I can do with Godot on a long term basis.
Last I messed with it, I was trying to add physics to the hair when moved.
But I kinda lost focus cause I wasn't getting anywhere.
There's 0 resources on that stuff.
ah alright
detailed specs incase anyones wondering
Will definitely have to upgrade that RAM though 👀
definitely but im afraid ill end up breaking something when openign the computer
plus
i'd rather get an entirely new rig than upgrade this one
Fair enough. Although you have a decent system.
half life alyx sitting in my steam library because my ram is smol
Yeah 8 gigs is definitely a bottle neck for modern games.
definitely, good thing project S only needs 200-300mb max
somehow...
so far (ominously)
nooooooooooooooooooooo
if only triplanar mapping didnt request the textures 3 separate times
But tbh even if it approached like 1 or 2 gigs that is not too bad
forced to use triplanar mapping due to how im making maps
texture vram is like 400-500mb
really good for a game of the scale im planning
Vram is not real ram lol
Vram is fake ram that you don't have to worry about until suddenly it is the bottleneck of the entire game
And talking of vram! I figured out a way to cut my vram usage in half (after much pain) so now its just like 900 mb i think
how badly do particles impact fps?
do you know any other optimizating tips?
for some reason process in monitors is always disgustingly high
thats 29ms right there
I mean my case was for voxel rendering which idk if it is useful, but what I did is rewrite my meshing algorithm so that it used vertex_indicies instead of only verticies. Since a single vertex is 12 bytes (3 floats for a vec3) it is way more effecient to reference the verticies using vertex indicies since a single vertex index is only 2 bytes (an i32)
I don't think you are creating the meshes like in code or no?
CPUParticles caused issues in my case, i had smoke that consists of 500 quads. I replaced it with normal GPU particles and it's fine now. Still overdraw can cause issues
hmm, i'm using only GPU particles for the occassional instances of particles
But like in general, if you have meshes just get the triangles as low as possible
Can you investigate why your profiler doesn't tell you which function is using that much time. In my case it shows that, which is simplifying the analysis
also if you have a mesh that is repeated a lot of times I would use the multimesh thing for that, which greatly decreases vram usage
I was but encountered a roadblock so I cant find out whats happening there
last time I used multimeshes It took my frames from 120 to 30
lol
that was like message number 526 or something
That's actually really weird
Like that shouldn't even be possible...
do you know whether or not its because of vram usage?
That's what i meant. Last time we've been talking about it you shown me the menu and it had no similar "script functions" thing
That's insteresting to see that your process is taking ages yet script functions take up only 0.39 ms
Usually they are the reason why it works so slow
exactly! thats why im so confused
So, you have to investigate not your code, but what does the Godot do on it's own
I would logically assume _physics_process to take the highest
but theres only one instance of that
and thats in the player script
all other functions you see besides _process in this image is also the player script
how do I do that?
Basically one of the Godot's node could do something like that, so you can try to duplicate some scene and slowly add things node-by-node to see which one impacts it the most
Like, literally each, including world environment
ive got to go now, but please do keep updating me on how to fix this
I already know some bottlenecks, but I cant fix them
one of which being AMD FSR 2.0
with 3ms on the GPU
but _process is on the CPU
plus the GPU max goes up to 12ms for rendering a frame
Potentially process might be connected to animations
also I apologize for talking in multiple messages, its a bad habit
That being AnimationPlayer, AnimationTree and AnimationMixer
it may be, but I manually process the animations myself in the player script. Can't remember why but I know it fixed a bug
i dont remember what the bug was though
I had to replace AnimationTree everywhere in my project as it was the main impact on CPU usage. Luckily 2 AnimationPlayers on each NPC did the thing i wanted to do
For now i have not much understanding of why does it work this way, really, just assumptions and probably the one and only way to find out through duplicated scene for testing purposes
weird
I tested so much
I deleted voxelgi
re-added it
disabled SSR
disabled all reflections
all kinds of stuff, didnt reduce GPU nor CPU usage
particles contribute to 8 frames a second
on the rooftops with air conditioners
I also removed the player mesh to see if my own shader was the issue
Not really. Internally AnimationTree had to make many animations (like, 6 animations at the time for just a frame of walking), a lot of blending, etc. Rewriting it with AnimationPlayer allows me to use only 2 animations and allows for similar blending i needed. It works the very same way in Unity where i had the lag because of animations too
it wasn't
At this point the only thing that you may not have checked is totally empty scene with one camera in it
Like, literally, what if it works bad from the start, then it is a subject for report or something like that
I have but didn't check the process times
I have to go now but will update you on that later, in a few hours
See you later! It makes me curious why does it work that strange for you, including that your specs are better than mine
I kinda miss a lot of features of Godot 4, but that also creep me out to think what would happen if i would actually switch
Well, it's secret!
hehe
rate my lighting skills so far
I focus on the details too much, so im just making a general level what I want
so itll be mostly empty
with some nice lighting
then ill come back and tidy up everything
unknown fun fact: the game was originally meant to have environments based off of this very movie
I love it
its much less influenced by it now, but there are some things still there
this movie was great
love it
there are also streets
using a tile map i made that i position around the buildings
i make the buildings first then the streets
there arent any cars or traffic lights though
Looks promising
oh just realized the shadow came out in that shot
definitely did not purposefully do that
very nice
i believe ive made the final iteration of the model
its around 8K tris
Nice polycount for a character model
yee
with clothes its probably around 9K
big step up from the previously 12K clothes model
compared to me personally this is around twenty out of one
i literally can't even lit a tunnel 
yay, also dont be so hard on urself
do random shit until it looks good and have references
also make sure to contemplate while in the bathroom, my best ideas come from there 💀
i tried doing exactly that
it, uh, didn't quite work
e.g. i placed a spatial light (don't remember the exact node name) at my character's head pointing forward and expected it to light up everything in front
it did, but only those objects that were right at character's nose
then i tried changing light power or something like that to astronomic values (expecting to end up in heaven), but virtually nothing happened
tiny details
oh that must be the range
if the range is small, no matter the light energy, the light will not perform as intended
the size of a light doesnt affect its actual light
transforming its size does nothing
u must use range and the other things
there is a gizmo you can use as well
hm i think i tried dragging forward and backward something like this, but i'll remember to try again next time i get my hands on my game
ty!
no problem!
Making nice lighting actually isn't that hard. What is actually hard is keeping it optimized and good-looking at the same time
directly after taking the above screenshot I slipped off
I managed to get this before i hit the ground lmao
thats true unfortunately
Cowca Cola my beloved
cowca cola!
map is coming along well
if I have enough time, I can finish it by today
society if @iron shore made the controls menu
society if @unique hill made the controls menu
society if @iron shore fixed the scuffed menu he had made within 10 minutes
society without controls menus
quick poll, how would everyone here respond to HCS having a discord server
I know we dont show any gameplay, so that's why ive asked
respond with a bread reaction for "id join" or u can just respond to this message
I'd join it
🔥
man
SHC already has a discord server
an old one thats dedicated to minecraft
we dont use that one
SHC is SHC
A lot like Catalyst
huh?
She's falling down on a head in there too
When in first game she is landing on legs always
its a good falling animation
It's good
so im keeping it
didnt know that
tbh I dont really know much about catalyst
As much as i've seen this city, it sounds like that for me
it sounds like a place familiar yet so vastly different
bread
Looks good, personally I would put up a subtle screenshake on top of that, also maybe the tilt might be a bit too extreme.
there is but maybe the speed you're falling and the rate of rotating might be hiding the screenshake
so ill have to make it a bit more intense
and lower the rotation intensity
made it better
and it shows the death screen now
look its
foggy? i forgot the word
i think foggy
Yeah that looks pretty good!
Definitely good, hard to envision it without sound, but I imagine the sounds just lerp to 0 with another added death sound effect on top of it.
Maybe the low pass frequency should also drop down as soon as you die to really sell the effect.
imagine a loud smash onto the ground
basically
the game is going to have amazing sound design to compliment gameplay & visuals
real im a composer owo
drums suck and are overrated asf
i take offense to this
considering all my soundtracks for this game have drums
reverb grand piano sucks and is overrated asf
you wanted me to make menu music and an ambient track. neither of those are gonna be drum heavy
ye but what about the other track
when ur running
also we should continue this in the gc
Like that?
what software did you use for that
sounds like vrchat loading screen crossed with skyrim i love it
I shouldpost some of the tracks I made for the game here
FL Studio, to be more precise, FL Studio's Edison to blur the samples
oh cool
I dont know what to do with this little melody
but I made it with intent to put it somewhere in the game
tho i dont know where because its not like a main character dies
First 4 notes remind me of Prototype 2 first cutscene music, but it is progressing to something different
hmm
I love this game, i have achievement showcase specifically for it, so count it as a compliment
huh
oh
very fancy
was bored so I made this
Reminds of pursuit track
would send some of mine but i cba to find the files lmao
I got them
and in my dms have some
ehhh kinda some of the early ones
I did modify the ambient theme slightly
and added a slight reverb to it
u gotta dive in with reverbs and other effects
you just have a crippling reverb addiction
also i dont because i don't think im allowed to do anything like that for exams
tf
thats crazy considering how good reverb sounds in certain situations
yeah but its supposed.to be raw so youbsre forced to use instruments to achieve your intention instead of digital effects
Are you a student of certain music uni/college?
no but I'm assuming the board would get pissy
they get annoyed if i do something too complicated for their brains to comprehend nonetheless a digital effect
also its music notation so uh
I think i understand what do you mean
So, you guys are 2 totally different musicians as i understand
TNP being an electronic musician obsessed with reverb and you are using natural instruments (not sure which genre though!)
Looks interesting
yeee except im not doing music in school
kamino is though
Neither am i!
"Random shit, GO!"
I didnt get around to trying trackiton by the way, I dont wanna put my full first and last name n shit to download it
But what i wanted to say is that you both guys have 2 completely different perspectives which makes me wonder how would you work together
I used to really like drawing and art
then I had a shit art teacher and dont like it that much anymore
I wouldnt put all the blame on her, I did lose interest on my own
but ehh
I think you can put fake info in there, as well as "temp mail" if you really wish. But i think i've got to try it out on my own as i'm not limited by Windows 7 anymore
hmm
honestly I dont need much fancy things, I just need to be able to copy and paste melodies easily
god that'd save me so much time
By the way, you may be surprised but many music-related website are doing that even for free products. I'm not sure why, but it is pointless in my opinion
I can copy and paste
but its not in a neat little box
yk
like an instance of music
similar to godot
its like pasting a node instead of saving it as an instance
weird
kamino makes some really good atmospheric music with just strings and mild electronicness
hes much better at that than I am
miles ahead
Patterns? Many DAWs have them. Tracktion should too. But i didn't check it! You may need to take a look on videos with it, there are plenty of them
Alrighty
I'd listen
do you have any general game advice?
like should I do some of the weird data saving you do, or keep my game just the way it is
with @sturdy void 's approval, I can send the main menu track
Do not overestimate your own possibilities and remember that good tools do not guarantee your own possibility to make actually great stuff
I violated both
sure
you say natural instruments, but then that was made in ableton with completely artificial instruments lmfao
Just because i thought so according to context of conversation
Sounds amazing, especially knowing it was made with Ableton
💀
factss
It fits well considering how the menu and background looks
although the background is just a placeholder
oh that reminds me i gotta update it to use the remade player mesh
i would use fl but i already have an ableton licence and it's just easier
and i already know it because of my launchpad phase 6 years ago
Ableton is great too
DAW is just DAW, it is just a place where you can work with sounds and VSTs
true
but like audacity can be classified as a daw
doesnt mean its any good for this kind of thing
I didn't use it so i can't tell anything
Except i've seen videos where it is used for music production and it's kinda interesting how they work with effects
I changed it for the recording to not reveal the actual text it says
don't worry, its normal in-game
have I ever sent the pause menu ehre before?
Never as i remember this thread
hm
I guess ill send it now
I just spent the past 30 minutes fancying the pause menu
unfortunately, @iron shore still has not made the controls menu
Fancy! Also, i see you are also using 0% master volume just like me
Not the easiest thing to do, really
lmao I have other music on so thats why
they made it already, they just didnt make it user friendly at all
Same here man
discord compression moment
but there is a slight glitch effect overlay
Not user friendly? I wonder how, but alright
they made it a drop down menu with no descriptions or feedback if you even change the keybind 😭
(they rushed it before going on vacation)
Discord loves to deal with this stuff
lol
Damn, that sounds sad
very but oh well
stupid builtin optimized types!
!
deleted my messages bc i was a dumbass
turns out, the separate layer for the player model contributed a decent portion of fps loss
ive reverted it and fixed animations
whuh?
yeah
unless its something extremely important you're going to get random commit names and descriptions
if I do something complex then i'd explain a bit more
how hard is it to type two words
word of warning
dont bake lightmaps unless your pc is beefy
godot has frozen
and has been frozen
for the past few minutes
help :(
You may have similar issue as i had when i firstly used the Godot 3.x lightmap baking
Are you familiar with tool scripts?
yeah, I use them often for changing materials in some things
like buildings, its one instance with a tool script that changes the window material only if its changed from what it was set last
i do the same for holograms, except holograms run in _ready
the buildings run in _process only for the editor
otherwise its _ready
Inherits: Mesh< Resource< RefCounted< Object Mesh type that provides utility for constructing a surface from arrays. Description: The ArrayMesh is used to construct a Mesh by specifying the attribu...
I highly recommend to not trust UV2 unwrapper of import settings and, instead, just do it yourself with a tool script
This way you can easily control the actual resolution (that is set with UV2's lightmap hint and not by BakedLightmap) and it should work better
Does it mean i use lightmaps actively on my own? Sadly, i'd wish, but i don't like how it is using CPU for everything. Godot 4.x uses GPU and has entirely different lightmapper, so i guess you definitely should try it
"What is ArrayMesh"
All MeshInstance3D use it by default if it comes to models, because it is storing triangle data, but that may not be the case for primitives.
interesting
I might just need to stick with voxelgi
until lightmapgi gets an update
Man
i am so good at environmental design
it is a true shame I cannot send a screenshot because it contains story elements
Would you wish to hide the story elements?
Scribble it off with crayon
^^^
maybe maybe not
I mean its not very obvious
tucked hidden away but its there
Come dude, show your masterpiece
..!
Welcome
here ya go :)
Looks nice!
environmental story telling to its finest
yk for being my first actual game, this is coming along quite well
!?! body confirmed??
shadow res really low so it looks boxy af for some reason
giving yall a shit ton of screenshots
and I leave you all with this, final image
Is it supposed to be like a post-'some kind of bad thing happened' world?
maybe or maybe not
however, a connection appeared to have been lost
i wonder what happened
theres an advertisement for cereal right there!
just buy it
im sure its cheap
probably only 4 pounds
(I dont know how much cereal costs)
very subtle
thanks
hey @iron shore
can you make
the
controls
menu
please
and dont make it gdmn dropdown
FR
also
i should dm u this actually
check dms kam
i dont want to though
but you ahve too
he doesnt ahve to do anything
Takes place in 3.x!
Godot has quite a huge size despite being lightweight
Like, you can run a game, change a scene in editor, reload that scene in game (without relauching the game) and scene will change
It's a deep rabbit hole that barely takes up a gigabyte (except export templates)
yeah, but instanced scenes dont work too well
theres a pull request that got accepted that fixed that bug in 4.3
Weirdly enough it works blessingly fine in my game. The only reason i didn't use it earlier is because i didn't had enough RAM, but that is not true now. And, after optimizing loading screens and other stuff, i can even use it actively... unless i need to edit code, but i guess it's not related to level design
That's great to know!
odd
I honestly just want to sit here and vibe
but no I gotta finish the map :((
I'm glad you have similar vibe. I remember making first maps in Godot and had that feeling... I hope to get it back some day
Mainly my main mistake is that i didn't do that much of "flood with location props" thing as i did in first map. It's complicated, but i love shooting my leg! Keep that workflow and try to fit ideas for this workflow and not the workflow itself for ideas
im trying to keep it relatively simple, to save time but not too simple
Index: Purger is capable of making almost any kind of environment, while it could've been more effective just getting a good tool for one specific case (similar to your case) and just abuse the shit out of it
lmao
Im actually going off of no references
except one screenshot
this
It looks similar to what you did, but there is still something unique in your work
Great job!
:D
I want to invoke a feeling of you being just a small piece in a bigger world
but also mild concern, as something appears to be wrong
godot's lightmap issue is severely preventing that tho
highway wip
I still havent made traffic lights
then again why use highways
if u can fly
occlusion culling works perfectly
fixed it
Max settings, framerate at top
screenshot without debug info
do you see the difference between default settings and max?
almost nothing!
is that good? Probably!
Probably a good thing with Godot, but, at the same time, it makes me wonder what would happen if they allowed us to get more control over "downgrading" the game's graphics with no trickery. I'm about things like texture quality and etc
true
Project S has disgustingly simple textures
almost none of them go above being 512x512
hell the window textures are 32x32
all of them
only things like holograms or stars go above this
Honestly, sometimes i want to try replicate the textures you make, but in Quixel Mixer, somewhat i want to experiment in this thing a lot
I use very
and I mean
VERY
basic textures
all the PBR stuff come using the normal map generator
I cant remember if ive said this before so now I think you're a mindreader
what is quixel mixer
is it like substance painter?
You said it :P
And, yeah, can't say if i have a good memory
It's nice, reminds me of old good days when i didn't even had GT1030, that was fun to fool around with Crazybump
It is like Substance Painter combined with... I don't know, it's so easy to make seamless PBR materials in there
Basically it is a program where you can either texture your models, or just use multiple PBR materials and mix them in very unique ways
In the end, it doesn't really limit you on "realism" and has quite a good bunch of settings for getting more stylized look
That's probably the reason i want to try it out
i might give it a try
Remember it's kinda tricky and tutorials may have differences in UI, but, overall, it's kinda... really simple? The program itself weighs 400 MB and you can download a bunch of materials from AmbientCG or PolyHaven, but, honestly, you may not need that
I honestly want to experiment and see if i can get textures like you do without usage of materials
Like, just the program itself as much as possible
yk, during normal gameplay I dont really look closely into the materials I made
its beautiful but in a way that doesnt make you stare at it
but when you do, you can truly appreciate it
ooh
is it FOSS like godot?
Sadly it's not, but it's totally free, being royalty-free too, with those smart materials that you can download additionally, but i don't really use them
ooh very interesting
framerate low because I had it set to supersampled x2 by the way
First attempt, that one main roof material
oh damn really close ngl
just its rectangular
are the lines procedural?
Solar panel
fun fact, there are thicker lines and thinner lines in this material
this is because i fucked up the repeating texture
but it looks good so I didnt fix it
damnnnnnnnn
Literally everything you see is procedural, including lines, i didn't use any external PBR materials, just this program that weighs 400 MB
this is fancy
Gonna try to replicate
fun fact, this is an incredibly pixelated texture for the vents
god damn this is beautiful
I honestly think that because of the limitations I have, as well as my relatively medium skill level that I end up producing much better looking things than if I had no limits
thats true
wanna know whats even better?
a controls menu
btw sending a push out incase ur going to do something illogical
Not very similar, but i guess it's all just about configuring it
i like it!
it looks very concretey
I dont think quixel mixer is doing it much justice with the lighting
That's 256x256
There are different HDRIs, modes, etc to check it
ahhh alr
project S does use some heavy post processing though, would them be available in quixel mixer
stuff like edge detection, glow, lens flare just to name a few
Edge detection? Probably that's possible if use "curvature" mask stack. About others: You can easily import custom images as whatever you wish. You can import it as albedo, as normals, as "opacity" if that's some kind of mask, etc
I can't tell if it is ultimate tool for all possible cases, but still kinda fancy
by edge detection I mean outlines
ooh alrighty
one thing that actually changes the look of materials is that edge detection
as it also takes normal maps into account
so I need to tweak materials very carefully to ensure no unwanted outlines appear
PBR materials can be handy if you want to use them to get some kind of nice normal map details
Like, you can lower/disable their influence on albedo/roughness/metalness, and it'll just leave it affecting the displacement/normals
holy shit i just remembered something
very
By the way, i know it's not really a thing that i should care about as i am not a member of the team, but why wouldn't you make it yourself? You seem to be pretty experienced user
i cant be bothered lol
- im working on other aspects of the game
I think at some point I will just end up making it
illogical did do a significant amount of refactoring
Yeah, can relate on it, my game had no main menu for several months, just a placeholder saying "break the shit out of this game"
lmao funnily enough the first thing I did when I made this project was the main menu
victory !!
yo @unique hill tell me the music's bpm
whatthe ambient track?
ya
I don't think Audacity has BPM? At least i don't remember one
kamino uses Ableton
Are you about that one ambient track that i listened to?
If not, then alright
no, that's the Main Menu soundtrack
okay it's 15 bpm
theres a different more lofi-style track for ambience
how the fuck is it 15 bpm
??
ngl that makes sense
i'm counting the big strum things
i thought 15 bpm is just really low
like it's 60bpm
what the pan flute thing?
i'm confused
i'm trying to make the cameras do a silly bop to the music when you go fast (for the memes)
idk where the music crap is
audio/ost/ambience/
The ambience music is controlled by dedicated ambient music nodes
i saw
which control each individual layer
where
player.tscn
o
i will do the thing later
Hey... I know nobody asked, but here is 16 CC0 PBR materials that i made while being inspired by art direction of this project. I don't care if you will or will not use it as i just found it fun to make. Made in 30 minutes, may not fit the game, but still gonna send here as i have no use for these
noice
honestly you are very capable and experienced
smoke
this is horrific
been at this for hours now
highest i got the fps to is 72
im going to end up having to compromise on visuals for a slight performance gain
it may be 1 or 2 fps on my pc but might 10 or 20 on someone elses
im sure this was asked before and sorry for that, but any clue why does it lag so badly?
sorry i mean "lag" compared to what could've been achieved
I honestly have no idea, and no need to be sorry for asking
I ideally want like a solid 80 fps rather than 70
what did I just do? I just made it drop to 56??
game dev experience 😔
honestly I dont mind having lower than 70 fps
but I really want this to work on almost all recent-ish hardware
so im kinda overoptimizing
are you "playing" on "max settings"? because if so, having your specs as the "recommended" would be already a feat compared to most recent games
not at all
im playing on the default settings I set the game to
Ill send two screenshots in a moment
comparing default to max settings
let's hope discord won't ruin quality
I will be honest
I cannot tell a difference
besides the FPS
discord is messing it over though
im sure it would look insane ona 4K monitor
but i have a 1366 monitor
I think 860p or something
hm reflections are a bit better, which is especially noticeable on that block in the right bottom corner
but i don't have a high res screen either so /shrug
these borders in front of the white-orange wall are also a bit more detailed on max settings
but nothing game-changing tbh
thats the downscaling doing its thing :D
its rendered x2 resolution
then downscaled on max settings
normally it'd be rendered at a lower res and upscaled
but you can supersample it on max settings
for the insane people who want to do that
Set the lowest res as the default
thats bad tho
its set to the medium res
x0.59 of the base resolution
which is 1920x1080
I just realized past nether was a dumbass when creating holograms
so I just optimized them real quick and a solid 5 frames extra is now here!
what specs
low end or medium end gaming laptop
idk which it is
1s
sending screenshot of specs
lol
mm i dont think gtx 1650 is that bad
my drivers got fucked yesterdya
and I had to reinstall almost everything nvidia related
💀
in general for me "laptop" does not equal to "sucks at gaming"
it can game
I just never expected to go into game dev nor 3D art when I got it
why when I say that this happens?
exactly.
god's listening
💀💀😭
these TREES
are probably the reason my fps is so fucked
also I took damage so ignore the red vignette
that is crazy
trees gon and my fps rises by so much
but still not 80 fps
also, if I get a new pc should I go amd or nvidia for gpu?
depends on your budget mostly
but if you want ray tracing, amd is unfortunately still seriously behind nvidia (at least that's what i heard. never owned an rtx-capable amd gpu)
very small budget
HOLY SHIT
I DID IT
I DID IT I DID IT
I DID ITTTTTTTTTTT
turns out mipmaps work wonders!
I NEVER knew that
you learn something new everyday!
im happy at that framerate
no more optimization! the game already looks a tad bit worse
screenshot on max settings
beautiful car texture came in from one of my artists, and ive done this with it
oh what the fuck
how did you get there
tell me in dms
ffs
get in call
Fooling around for a long time :P
Thanks
I love the sky
How you got 3 graphic cards...?
thats by technicality
I only have 1
the GTX
the second one is the CPU if it was to do graphics calculations
and the third one is Virtual Desktop, a software I use to mirror my monitor in VR sometimes
Just to make sure; You are using the gtx card right?
I remember minecraft defaulting to my cpu-gpu thing like a lot of times
I think you can change it in nvidia controlpanel under 3d settings
yep
mipmaps gave a huge performance boost
What are mipmaps?
from my understanding, it takes your texture and generates alternate versions of them for specific viewing angles. It may seem stupid but its actually an improvement. If you have a very angled perspective, you wouldn't see most details anyway, so why bother rendering all those pixels? Instead it renders a different version of it specific to that angle. So from 512x512, it might go to being 512x128 if you're at a steep angle
it does takes more ram but does give a significant performance boost which is a welcome trade
personally, Project S saw a improvement from 60-71 frames to 85-95 instantly when enabled
damn nice
Interesting concept actually
Recently I've actually been looking a lot into like optimizations (mostly for voxel games) and man is it a crazy world
Also I have learnt that minecraft is even more terribly optimized than I thought
horrificly so, but at least they use mipmaps
even though all textures at 16x16
that is true... but they use them for 16*16 textures...
I honestly dont see an improvement with mipmaps in minecraft but it works good everywhere else
Also learnt about greedy meshing which is very interesting
And I don't understand why minecraft doesn't use it
Like they have so many employees
it would take a max of a week to implemet :(
Godot 4 has that too? Mipmaps in Godot 3 are kinda disabled by default, as well as anisotropic filtering. I was wondering why are my textures so blurry on angles, until i realized that. Damn, that's totally no handholding
yeah it does! It's very useful for performance but bad for RAM. Anisotropic filtering is the one that does the angle thing, my bad. Mipmaps just is like LODs for textures.
INFACT! This reminded me something that I need to tell you, i'll tell you in your own thread
do you have approximate numbers?
for ram, specifically
As i understand, instead of taking up 500 KB for a texture, it may take up like ~800 KB, almost twice more than original size, that's all for mipmaps as i understand
Unless your textures are really huge and there is a lot of them, that shouldn't be that problematic
I love the cyberpunk vibes ❤️
i soft landed onto a car
lookin kinda flat
bhruh?
ty
is it just me or
just u lol
wait
oh no my one is longer
just us i guess 💀
mine literally just has this and progress dump lmao
i dont interact with anything here
💀
ay kamino did u make the thingies
the advertisementts
nob
oh
what an interesting read
knob backwards is bonk
true
gorgeous advertisement by @spark sparrow
yall we're so close to 100 bread reactions!
spread the word!!
🍞
🍞
lick ronald 💀
i made fhat
u made fhat
mhm
bulb backwards is blub
blub blub
Imagine if Nether intentionally added bugs to make it more fun
the death animation really makes me feel like i bonked my conk
if we get to 100 bread reactions i'm removing mine to make it go back down to 99 😈
I did actually
at one point there was a bug that made you do a thing
i fixed it but it was fun so I re-added it
bonked
oh nevermind I did it too
video showcasing sound design in the game so far
can we let the main character turn into a feesh
what...?
i mean kind of?
sweet lil button called unfollow
i can sense you contemplating jumping off
don't do it
you have people who lojve you maybe
I really wanted to
but I wouldve had to change the death screen to not reveal information
and the sfx
is the content shown final
yes
its time to do what Ive been putting off for so long
the story
but first
something entirely different and technical
mwahahaha
in all seriousness im going to work on a way to have large open maps load and unload in real-time
cant you just preload the spawn areas and have the rest load in as you move around
what im going to do is stupid but I had a dream it worked
essentially I have nodes right
the entire map is loaded
or a large section
but the large section is split into smaller section
which get added or removed from the scene tree depending on the player distance to it's centre
sounds problematic
you would need to add lots of fog
did you try LODs?
good
what why?
itll only load the props
the buildings would be there
just low detailed
oh
oh
if this even works
the props have collisions
if it would work then it'll be great
looks like you're inviting bugs in
bro used the word grave
as an adjective
so?
🤓🤓🤓
im not sure i or others understand what a "grave" error means
that's my nit at least
i read cyberpunk in this
thanks i guess
ive never seen much images of cyberpunk tbh
im mostly joking, cyberpunk just happens to have a river that separates some parts of the city and they are obviously connected with a bridge
a large one, but still a bridge
ooh
i wanted to have a river in the project S city
*im going to introduce merge conflicts
I'm going to school 🤓🤓🎒🤓🎒🤓🤓👍
ive done that often tbh
!
so if i learn it its not benefitial to you
it is
cause that means you can code in godot
I just wouldnt be able to understand it until I learn C++ or C#
i mean for project s
ya
That'll optimize the node count and potentially the physics time. By the way, kind of reminds of what was done in Mirror's Edge as they are also loading/unloading parts of the chapter to avoid loading screens. In my case, i had LocationZone trigger that would keep certain part of the level loaded while unloading other LocationZone, until you enter them. That optimized the game quite much and gave possibility to make a huge level with no loading screens, except i had "teleport doors." What you are about to implement sounds plausible, just make sure not to get too ambitious about it, remember about GDScript's possibilities and use more of distance_squared_to instead of distance_to to get performance boost
ooh alright, I didn't know mirrors edge did that! I did want to replicate more of what Spiderman does
why does distance_squared_to give a performance boost though?
Calculation of squared root is utterly slow, especially when you do that each frame
knowing this is now plausible, I feel i might complete implementation of it and add it in m_rooftops_0
yeah, took some inspiration from ya
You and my friend are both now using it
Glad to know, btw
"map", basically
hm, okay
im going to implement a new graphics option, Shader Quality
using a new script that switches between 2 materials depending on that value
low and high
high would have fancy things, like waving leaves
In my project it takes quite a story. At first, when the game was nothing but "funky mall shooting game where you kill baddies", the name of it was "Mall Purger" and, as it follows, "m" meant a shortened "mall." Now, as this game gone through a lengthy development cycle, now it means either "main"/"mission". So, if i'll make secret levels, they are going to be "s_" and etc
God bless file sorting
true except mine is severely inconsistent
for now, knowing that the loader thing is plausible, ill experiment with a better implementation
by the way, do y'all use self. notation?
i have some pretty weird rules in my projects that tell when to use it and when to not based on semantic meaning
I personally only use it for tweens
Sometimes, i can't live without it
var thing: TheThing
func initialize(thing: TheThing):
self.thing = thing
Of course i'm trying to avoid it mostly
Damn, i hope nobody will get into my project, i'm going to hell after that
why i wonder?
just less to type?
Idk, i'm writing that thing automatically, and, when i realize it, i don't want to rewrite the argument and just use self.
So it is nothing but subjective nonsense that i have
understandable haha
Yay!
oh sorry for interrupting
That's your thread ;)
for context/reference, the rules are basically:
- does not change during runtime (@exports, consts, (pre)loads) => use var name directly
- everything else (mutable stuff like state variables and generally instance-specific data) => use self.
That sounds amazing
I think there is something i have for the consts and preloads
const CONSTANT_VAR = 10
const NICE_AUDIO_SAMPLE = preload("res://path/to/sample.mp3")
I love yelling at myself
hmm isn't that the official style guide
It also reminds of what GTA 3/VC/SA games are doing, i feel like on distance, they may disable all the collisions, use LODs and etc. Also they seem to be using similar LOD system that i've been working on, except i think they have more advanced one that is using an actual baking to make it possible to bake onto very low-poly meshes... or maybe i'm overcomplicating it
i genuinely wonder if that was a negative or positive "amazing"
Really?
Nah, these rules are clean, really
So it is genuinely positive
it is in python at least, and iirc gdscript style guide is derived from python's pep8 soo
Honestly, there was only one time i looked into official guide and i forgot entirety of it
interesting
im sorry if I say "interesting" too often, but it is interesting
I've always wanted to replicate unreal engine's loading system
the distinctive pop you can see when a level loads
all the low detailed models
slowly go to higher detail as the level loads
Infectious word that i love to use too!
It sounds like their "streaming" technology, except... Hmm, damn, not even sure it really works, but from what i read from you, you can make something similar to it in Godot 4, but not sure how automized... Which may be a good thing, in your case you may be able to load into level and actually see all details from the start, but it is theory for now
yep, so in general constants are SCREMING_SNAKE_CASE, but there is an exception for preloaded scenes, these should be PascalCase (same as the name of the scene being loaded)
Like, by automation i mean, no way people in UE4/5 are doing that
what is their streaming technology?
it looks as if it loads much faster
My scenes are snake_case.tscn as well as any other resource/file in the game, so i locally decided to treat preloaded resources as constants as i don't really need to change them later
So, finally, i broke the official guideline, yahoo, i can go to hell while listening to "highway to hell"
I fixed this by the way
sending a video now
I'm not very certain as i just heard of it and never used UE that much, but they do have automized LODs and streaming of assets such as texture streaming and etc
ignore the exposure change in the beginning
exposure is synced to the music slightly
but wasnt tested in daylight
u can see it was unexpected bc I flinged my mouse about
const Weapon = preload("res://weapon.gd")
Ah, wait, that's the stuff for script types. I'm trying to use more of class_name for these cases and yeah, classes are PascalCase...
Alright, years of writing text for computer actually are paying off for me
Ill add a raycast check so that its also unloaded if hidden
It reminds me of bug with my LOD system that actually made all blockout meshes to flicker and only properly show up the LOD variations
