MikeCL

  • Timboekki I'm not sure how to private message people here

    You need to be verified to do that. I just made you a verified so you should be able to DM people now.

    Not sure if you want to keep the post or not. But I changed the tag that feels more suitable based on your original post. 👍

  • Cool project and cool of you to share it. But yes, as @Tomcat mentioned, some screenshots would be great.

    Tomcat Perhaps the #Projects tag should be added.

    Agree that this should probably be under the projects tag. I made the change 👍

    • Hey! Cool project and cool of you to show the forum. Great to see it bringing value and people together.

    • Hi there! This feels more like you are asking for help than showing a project. I change the tag to Godot Help. 👍

    • Catalin Nice! I'll try it when you have the demo out. Performance seems to have greatly improved compared to video before 👍

      • My recommendations would be to learn some basic coding to get started. Like how to declare variables, some basic data structures, and how a function and method work. Knowing these basic things will get you started.

        I think GDQuest has some excellent beginner courses for people who don't know programming. They go through the entire process and teach you some basic coding and concepts along the way.

        https://school.gdquest.com/products/learn_2d_gamedev_godot_4

        tamirroz12 There must be a way without using GDscript

        Godot used to have visual scripting with nodes (like Unreal blueprints) in an older version. But even with visual scripting, I would still learn some basic programming concepts.

        Making games is very complex, I'm not sure you can find a way around learning at least some basic programming.

      • kuligs2 there should atleast be an entry that a post was deleted

        Tomcat leave a mention of the deleted post with the time of publication and deletion and the author

        I can agree that this is a good idea. I will do some investigation on possibilities.

      • trizZzle I'm a little confused. What would be the purpose of this? I mean, wouldn't the shaders need to be compiled and cached anyway? Or is it that with this that the Godot game (a Steam-installed one) would look at the Godot cached folders and copy over the already cached shaders from your system? But that would only work on your machine as a dev since you will be the only one having the game before release. If this is the case, I don't see how this helps the customer who bought your game.

        And why would Steam have its own cache (if it's for shaders)?

        trizZzle This is really an interesting and confusing topic.

        Indeed

        • kuligs2 Isnt game itself precompiles them when you launch it?

          The shaders compiles the first time they are rendered as I understand it (feel free to correct me if this is wrong). That's the reason there's stutters when things enter the camera view for the first time.

          kuligs2 Every time a game updates, steam recompiles shaders before game launches

          I would love to hear from someone that has launched a Steam game on this. If this also applies to Godot games? Wouldn't Godot need an Api to trigger shader compilation for this?

          • musikai Thanks for sharing!

            Smart that he created a python script for it. I'm thinking that a GDScript could be created for this as well.

            Ah.. yes.. I'm still on 4.2.2. But didn't only 4.4.1 minimize the issue and not completely remove it? Maybe I remember it wrong, but I think I read somewhere a long time ago when this was talked about that there might still be stutter, but much less?

          • Interesting, I thought this was more controlled by the engine/the game.

            I wonder what a good way to control this would be.

            I'm building a simple system for my game that will compile and cache the shaders when you run the game the first time. And skip this process if the shaders have already been cached.

            And I also want the player to be able to specify if they want to re-compile the shaders again. I took inspiration for how Delta force handles this (probably a lot of games that does it the same way, just noticed it in that game and thought it's a good workaround).

            But for this to work I need some simple control.

            trizZzle Under C:\Users\Username\AppData\Roaming\Godot\app_userdata\Projectname\vulkan I found this:

            I'm assuming this is for the editor/engine?

            Interesting that it's not that easy to find information on this as it's a pretty common issue on PC specifically (stutters etc)

            • kuligs2 Mostly looking for the game itself.

            • Does anyone know how to easily find and remove the compiled shader cache?

              And is there a GDScript function I can do this with? Also wondering, is there a way to check if a shader is cached with GDScript?

              • kuligs2 Yes. But I wouldn't call that "oblivion level design type components" as this way is a very common way of building levels in the industry and has been for a long time. But it also depends on what type of environments/levels you are trying to build. For dungeons/indoor type of levels, this is pretty common (or has been at least). For outdoor, more "open world" type, then probably use terrain systems, etc. This might, of course, differ depending on the studio (and what in-house tools they use), but I would say this has been a pretty common way of creating levels. You could also break it down to smaller pieces (smaller than having sections like in the Oblivion video) for more flexibility.

                But yeah, this is only one way of doing things. DjMaesen has to check what fits his needs. But it could be worth checking out.

                DJMaesen Ah 👍

                • What I would do is to prototype the level using CSG geometry. Then export that to Blender, then break down the level and start to plan the assets.

                  I would still break it down to smaller components and avoid having the entire level in 1 mesh. A couple of reasons:

                  1. Frustum och Occlusion culling
                  2. Reusable instances etc.

                  Not sure why a modular approach would make things look generic?

                  Either way, you'd want to chop the level up into different sections.
                  Then for constructing the levels you could use something like multiple Gridmaps, once you get used to it, it could be pretty fast to build levels with and you have some control over how it optimizes things.

                  • Nice! Looks like a great pack! I wonder if this should be under resources tag though

                    • Nice! Just tried it! Landed on a score of 420. Game feels super smooth 👍

                      Some feedback.

                      • Would be nice with some background music just to get into the mood a bit more.
                      • The big rocks in the background feel a bit static, perhaps make them move a bit more with the paralax. Then you have some pretty good depth. Like the stars/suns in the far background, the rocks closer, then the smaller rocks even closer etc.
                      • The smaller sun to the left feels low resolution compared to the rest.
                      • Feels a bit strange to need to manually trigger next wave. Perhaps just start next wave automatically to keep the pace up.
                      • I have a superwide monitor, feels like the background is stretched.