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#godot

107 posts99 participants6 posts today

Toca fer-li rentat de cara al #Paraploimos

Crec que treballaré uns dies en la idea inicial que tenia per interactuar a dins de les ciutats, que no era basat en text com és ara, si no més aviat una mena d'aventura gràfica, com el joc original en el que em vaig inspirar inicialment (Piratas, tu gran desafío).

Estic investigant temes de #LOD a #Godot i he vist aquest article docs.godotengine.org/en/stable està molt bé i té un projecte de demo que és una passada!

How does this work? I'm instantiating a bunch of objects from the same PackedScene. I put them in a Stack and Pop them out (should never get same one twice)

It works fine, but then will start to act like the newly instantiated object is actually a previously made one (Can't use AddChild because it's already a child)

No object pooling (unless #godot does it under the hood? Doubtful)

What am I missing? #gamedev #indiedev
(RESOLVED)

Added intro cutscene. Used image from wikipedia as placeholder for the space station.

Maybe the next steps would be add explosion effects on the station and spawn debris from it so the player needs start dodging. Also need a scrolling background.

Hi, #Godot smart people. How would you handle a large 3d overworld map in terms of... efficiency? I'm not sure what I want to do, and actually I don't have any issue, at least not for now. My map is low poly, but I just put everything in the scene and that's it, do you think I should follow another strategy? I was thinking on splitting the map and have only loaded the one the player is in and the adjacent ones. #GodotEngine

the game is iakobs.itch.io/paraploimos-emp by the way

itch.ioParaploimos Emporion by Jacob IbáñezLearn about ancient Greece while sailing and trading.
Continued thread

side note on the engines:

- in even the GPU particles seem to be mostly fixed-function, which unfortunately doesn't always scale
- in niagara isn't fixed function at all but is still limited in terms of clustering - had to work around that by in-editor-generating a user data override array that's sampled at [particle_id % array_len]
- my own engine doesn't have a particle system yet, all the effects in the last game were done manually (which worked out great)

Continued thread

had to switch engines from 4.4 to 4.27 to more properly redo the first test (and even that was barely enough for a test) with improved clustering

a merge blur (that I don't yet know how to implement) seems to be very much needed unfortunately, otherwise all droplets appear to be separated (as they actually are)

should probably try a long range static anim next. it's guaranteed to work but unsure how to blend it out and/or turn towards camera

My #TTRPG group recently started our first #Traveller campaign (Pirates of Drinax), and in my youthful naiveté I'd set up a space encounter for next week's session with a big 800 dton enemy ship plus two allied NPC ships…

…and then I actually read the space combat rules and realised how many dice rolls that would involve every single turn… 🫠

…so I ended up writing an entire #Godot app to manage all the NPC ships. L-like any normal person would, right? Right? >_>

Facing a bit of a conundrum in my project. I have some music that loops, but it has lots of echoey synths that need to fade out gradually. So, I want to loop it so that the next loop overlaps with the previous loop, keeping the overhanging echo. I tried creating a timer with the exact time for starting the next loop, hoping that any delay would be imperceptible. But alas, about 50% of the time it is very noticeable. :(