We have been working on a FPS/story project in
#GodotEngine
. There is still plenty of work to do and I can't wait to get the teaser trailer out. Who would be willing to investigate what happened to the lurker of the stairs?
#gamedev
#IndieGameDev
#godot4
So I kept fiddling with
#GodotEngine
for this because of talking with
@cybereality
. Also worked with
@BlueMan_dev
. The reason it seems that C++ was so much slower was because of Godot's API. Results in thread🧵
Just did another random microbenchmark due to a blog post I read. This is C++ inside of
#GodotEngine
, using its API. I compared it with the
#dotnet
version. This is in a release build. MSVC compiler for C++.
#gamedevelopment
#IndieGameDev
So someone shared my little animation tests I did in
#FlaxEngine
,
#UnrealEngine5
, and
#GodotEngine
in a Godot community. And honestly? The Godot community was by far the most toxic with a lot of unnecessary hostility. What happened with y'all?
Genuine question for the
#GodotEngine
users - would ya'll like more tutorials/articles about the deeper parts of Godot? I've used it for 6+ years at this point. To be clear, this wouldn't be a "how do I do X", it'd be more "this is what happens under the hood".
Just did another random microbenchmark due to a blog post I read. This is C++ inside of
#GodotEngine
, using its API. I compared it with the
#dotnet
version. This is in a release build. MSVC compiler for C++.
#gamedevelopment
#IndieGameDev
Decided to try out some of the new networking things in 4.0 for
#GodotEngine
. You can now have it launch multiple instances. This helps so much with networking. You also have separate debuggers and remote trees that you can inspect. Very very nice job
@falessandrelli
and crew.
So, I'm not sure who knows this, but in 4.0 (and recent 3.x versions), you can right click the error/warning and go to the actual source code for that particular error/warning. Super useful
#GodotEngine
#gamedev
Just want to mention, the new networking stuff that is coming for
#GodotEngine
is quite nice. It moves it closer to how easy networking is in
#UE4
. We will be getting something that automatically creates scenes and sends them to clients when needed as well as actual replication.
I have made another video today covering moving from
#Unity
to
#GodotEngine
. This is a beefy video and covers a lot. Scenes, nodes, scripting, animations, events, scriptable objects, terminology, etc...
Hot diggity dog. My backport of the new navigation server has been merged for the 3.x branch of
#GodotEngine
. Huge thanks for the help from
@Akien
and
@aaronfranke7
. I hope everyone enjoys using it and it doesn't end up facing the dreaded revert😅
This is a from a completely fresh full compile of
@FlaxEngine
source code. The entire source compiled in 31 seconds. That is crazy. Godot takes my machine about 10 minutes for a fresh build. Unreal about 1 hour and 35 minutes.
#indiedev
#gamedevelopment
I wanted to see how many anims I could play in
@FlaxEngine
. This is 500 skeletal meshes, playing one animation on loop at 70 FPS. The Flax dev wasn't happy that it was only 70. He fixed some perf problems in the engine. Now it is 132. Others in thread
#gamedevelopment
#indiedev
Something that I forgot to mention last night (was going to bed at the time) - each instance has their own debug session and their own remote tree. It is very easy to jump between the two. This makes it much easier to debug networked games as well.
#GodotEngine
I want to spread some of my knowledge about
#Godot
. People mention that there are not enough/many tutorials for the C# side of things. I have been using Godot for 6 or 7 years now, with some projects in C#. Anything y'all want specifically?
We are finally able to show the trailer for Auto Auto! It releases next Friday. This is all powered by
#GodotEngine
. And believe it or not, all of the characters and vehicles are Rigidbodies!
#indiegame
Wishlist Auto Auto on Steam. It really helps.
@passivestar_
Honestly - I'm glad you're pointing stuff like this out. Hopefully with your platform it can get a bump in priority, understanding, or communication. This is the kind of stuff "negative" people talk about but then get piled on for.
In my next video for
#GodotEngine
, I cover the most common lifecycle methods you'll be dealing with. One of godot's strengths is its deterministic behavior with the scene tree. Use it to your advantage. You should also explore the _notification method :)
It is more important to have something implemented so that you can iterate, rather than be the perfect solution initially.
#programming
#gamedev
#indiedev
@cybereality
@BlueMan_Dev
Overall - this is what I was originally expecting, that C# should be roughly equal. There are probably other things one can do as well, but the fact that C# is this close is telling enough imo.
Just released another
#godot
tutorial. More informational than exactly how to do something (just how I like it). This time covering how to do components in Godot! It also briefly touches on how to use the owner property to your advantage!
#indiedev
I have isolated it even further in Godot. The only thing in this scene now is the animation processing. I hid the mesh. I removed all the lighting and even the camera itself. The FPS is still in the 20's. A default scene for me is about 3100. 5950x CPU, 64GB RAM
#GodotEngine
Decided to do a quick tutorial for the networking in
#GodotEngine
. Does not cover lag compensation or client prediction. It is just meant to get you going. Overall, it is very easy to get up and running in Godot.
Really,
#IndieGameDev
- try other engines rather than just your bread and butter. Sometimes the engine that you absolutely hate can solve a problem in a way you hadn't thought before. You can then take that and apply it to your own project.
#UnrealEngine
#GodotEngine
#unity3d
Seriously, this idea that visual scripting (blueprints, scratch, etc..) is not code or writing them isn't "real" coding is just ludicrous. It is simply a different visual medium. You're still a programmer if you use them.
#indiedev
#UnrealEngine
#programming
#gamedev
@LunarFinch
It is extremely bad honestly. It was far more welcoming when I first started like 7 or so years ago. Back then the main thing was just that people who used it wouldn't stop talking about it. Kinda like the Cross-fit of game engines😅
We have also been hard at work on another game, aside from the one we have in Unreal. The entire team is comprised of
#godot
vets, so naturally, we are using that to develop a game as well! It's a platformer and a board game!
#IndieGameDev
#indiedev
#godotengine
#2d
Wait - why was this long-running issue closed
@godotengine
?
It frequently talks about issues that Godot has with the lightmapper. The lightmapper still has issues as well.
Honestly, I feel bad for the
#UnityEngine
devs. This kind of behavior from Unity isn't acceptable in my opinion. Some people have been talking about porting their game to
#UnrealEngine5
or
#GodotEngine
. Be careful doing that late in development. But if you need help, let me know!
Just made a quick video on how you can use your editor camera to remotely control your game's camera in
#godot
. If there is anything you'd like me to cover, let me know!
#indiedev
#IndieGameDev
#godotengine
Another tutorial for all the new
#godot
users. But this one could also help the experienced ones as well. This covers how we can get our own custom warnings in the node tree!
#GodotEngine
#indiedev
This is why people should not get so uppity about stuff like this imo. Just go forth and make your game, using whatever tool you feel like. Understand your requirements, understand your tools, make cool shit.
A lot of people wanted to know how to make a large list of exported variables more organized and manageable, such as creating a collapsible section. Here is how you can do it.
#GodotEngine
I know I haven't said much in awhile, but we're hard at work at the new game (I'm lookin' forward to showing it off!). It will be
#UE5
instead of
#GodotEngine
though. We, unfortunately, ran into far too many problems with Godot 4. I'm happy for those where it is working though.
@cybereality
@BlueMan_Dev
Then I made a function in the .cpp file only. Vector2 is only a size of 8, but compiler seemed to optimize the reference stuff away anyway. This brought C++ down to 1809ms.
@reduzio
@vnen
For others reading this - I used this a few days ago, definitely a more pleasant experience than GDNative in my opinion.
@reduzio
Being able to register singletons exposed that I missed?
10,000 sprites moving around, random velocity each frame. Brute force approach, no optimizations on my side and no physics yet. Only about 40 lines of GDScript.
#GodotEngine
3.3 (not 3.3.3). Next up is physics. But this is already more than enough for a lot of situations.
This week's video covers inheritance in
#GodotEngine
. It was apparently a very requested topic. I cover how it works in GDScript, C#, and scenes! Yes, you can have one scene inherit another scene.
#indiedev
#gamedev
There are a few kinks in it but they have a follow-up PR that is being actively worked on that fixes these kinks. Very exciting times. It will make networking much more approachable for a lot of people.
Honestly - I reject the notion that you can't complain/criticize a free tool because it is free. Nothing is free. Using the tool costs your greatest resource. Time. There is nothing more valuable than time. You will only ever spend it, never gain it.
Ever wonder how the
#GodotEngine
handles input? That's the topic of my next video. Over the years, there have been a lot of questions on which is which and how the functions handle the event. Hope this clears some things up :)
I've been tinkering with the new GDExtension the past couple of nights and I've noticed that setting up a new project for it is a bit tedious. I have created a proposal that aims to solve this.
#GodotEngine
@FlaxEngine
Here is
#GodotEngine
's and
#UnrealEngine
's. 23 and 28 respectively. Same skeletal mesh in all. I didn't bother setting up the material in Godot though. And yes, all 3 of these were in-editor performance. I know those are bleh for perf tests - but this is still wild.
The store page for our next
#Godot
game Auto Auto is finally up! We're still working on the trailer and will update that as soon as possible. It's driving around a sweet hot rod and blastin' alien controlled combatants, what's not to like?
#indiedev
@mux213
@reduzio
@vnen
@falessandrelli
Just want to let everyone know, I tried this back when it first got merged, and it was already awesome then. Since then, only more work has went into it. It was a much better setup experience over GDNative.
Don't buy into the hype of any game engine. Look at what they offer you TODAY, not tomorrow. You never know if they will actually implement/finish the new feature or if it will even be good to begin with. While on the topic - use any engine you work well with
#gamedev
#indiedev
@the_duriel
How are they inflammatory though? It is just a base scene from all the engines. Genuine question by the way. And the main reasoning behind me even doing that was to test claims made by Flax.
I really hope the plan for
#GodotEngine
after the holidays is to focus on stability. There are a few things and there that should still be completed - but overall, I can't think of many things that can't be pushed back to 4.1 personally.
We went back to see how we could improve the Roman soldier model. The old is on the left, the new is on the right. Yeah, I'd say it's improved. We're probably going to take another look at the Spartan as well.
#gamedev
#indiedev
#artwork
In the wake of the interest for the animation stuff I did for
#flaxengine
,
#UnrealEngine5
, and
#godot
, I'm going to do a bit more serious of a benchmark between the 3. I will upload it (model included) as well. Will need time though. We are making a game btw.
#indiedev
#gamedev
In the interest of transparency, I have also decided to turn on the threading for the animation player. As expected, it does improve performance. But this is no longer an "out-of-box" comparison imo. Because I had to alter things.
@reduzio
@vnen
Here is the current process:
1) Clone repo recursively
2) Build repo with scons
3) Begin writing your stuff
4) When ready to build your GDExtension - create sconstruct file in your project. Create .gdextension file that points to your stuff
5) Profit
I have setup a repo to demonstrate my proposed template. In the repo, there is also a plugin (already enabled) that will download, unzip, and build the c++ repo for GDExtension, slightly helping things.
#GodotEngine
Recently we were able to get our trailer up on Steam and Steam approved everything! We release on June 30th! That is this Friday! 🥳
#godot
#indiegame
#IndieGameDev
We've been workin' on some cool marketing-style images for Auto Auto. Going to be honest, seeing how some of these have turned out is pretty neat.
Wishlist today! It releases on the 8th!
#GodotEngine
#gamedev
#indiegame
#godot3
@Q_Mulative
@reduzio
I actually did this. You have a few choices. You can rely on the UPNP class and automatically port forward, use a dedicated server, do NAT holepunching, or use a relay server. These are pretty much your choices. My video covers UPNP.
@FlaxEngine
And did a build for UE. Not much better either. For UE, the bottleneck at least seems to be on the GPU. And no, none of these are casting shadows.
So I kept fiddling with
#GodotEngine
for this because of talking with
@cybereality
. Also worked with
@BlueMan_dev
. The reason it seems that C++ was so much slower was because of Godot's API. Results in thread🧵
The reason this was my criteria was because I was simply curious of a default, out of box experience. I'm aware of the many different ways to go about optimizing things. But I didn't want to employ any of them. I strictly wanted out of box, default, experience.
A few days ago I did an animation test with 3 engines,
@FlaxEngine
,
@godotengine
, and
@UnrealEngine
. I was quite impressed with Flax's results. look at this beauty - the animations are well balanced on the CPU cores. This is what we should be striving for imo
#gamedevelopment
We extensively use Job System to execute lots of code in async and utilize CPU work more effectively.
Below you can see 500 animated objects being updated and rendered in async:
This is a really big milestone for
@cybereality
. It's been fun watching his journey from afar. As an engine tinkerer, I'm excited to see where this engine ends up.
Two days of hardcore refactoring, but I got a basic character controller functioning in
#Degine
. Playing with the
@GoogleStadia
gamepad (RIP) and mo-cap animation from
@Mixamo
. All interactivity here is running from a
#Lua
script.
I was going to wait a bit longer to start showing off what we've been working on. I really enjoyed this screenshot of one of the levels we are working on. Almost at a point where more details can be shared, just need to finalize some things. (Still a WIP)
#UE5
#gamedev
#indiedev
Got curious how long it takes to get into a brand new project for
#UnrealEngine5
. 51 seconds. Really good job to the
@UnrealEngine
team on tackling this! One key thing you'll notice is that I'm not using the EGS launcher. Only use it to update the engine!
#indiedev
#gamedevs
We've been cookin' up another game in our back pocket with
#GodotEngine
(again). It is shaping up to be pretty neat I'd say! Aiming to show some of it off next week (might be delayed by a week though!). Then you'll see why there was no tutorial this week😅
Genuine question for my
#indiedev
colleagues. What makes
#UnrealEngine
feel overly complex for a user to you? I see it said often enough and that the engine isn't good for indie's because of this. Instead, people are ushered to
#unity
or
#godot
.
@reduzio
With how much stuff is changing, I've been telling people that we're pretty much getting a whole new engine. All following the concepts of Godot, just a new underbelly. (Also, don't forget the navigation improvements and IK improvements! Two big and important things)
It'd take a little bit to actually do the lessons due to my current time obligations. But I have experience with a lot of the pieces of the engine. As well as have done many source edits and some PRs back into the engine. Topics like - what happens in one iteration of the engine?
I just published an intro-ish tutorial for C# in Godot. This isn't a complete beginner's video, but should be helpful getting started with C# in Godot. I have some more videos planned as well.
#godot
#GodotEngine
#csharp
#godotsharp
I have been watching these talks on the RE Engine. I would absolutely love to get access to this engine. I'd even learn Japanese for it.
#gamedev
#Capcom
And this is something that I talk about as well. Whenever someone says that UE is only good for high fidelity, you can pretty safely ignore them. It is wild to me that people still have this take for the engine.
This might surprise you, but 3 big Nintendo IPs have made use of Unreal Engine 4 on the Switch in recent years.
Unreal only being used for gritty photorealistic shooters is still strong in many peoples minds, however this is far from the truth nowadays.
@passivestar_
I won't get into details, but historically speaking - this actually hasn't been the problem. And that is partly why I'm a weeeee bit skeptical about this oft repeated statement. Don't get me wrong, I very much DO want improvements and am cheering the team on 😅
Another Monday, another video. This time covering hard and soft references in
#UnrealEngine5
. Understanding this will help you architect your games better. It also clarifies something about casting :)
#indiegame
#indiedev
#gamedevelopment
It has been one heck of a ride building this game. So many different iterations. There are even two entire maps that we ended up having to discard! It is an incredibly small team working on this and we are very appreciative of how much
#UE5
has helped us. We've learned a lot!
@panthr775
@cybereality
@BlueMan_Dev
I'm not surprised honestly. C#'s perf has been a pretty big focus for the
#dotnet
team for awhile now. I find it is one of the best languages for productivity, performance, and generality.
@reduzio
It would probably be ideal if instead of saying that things are more or less fixed, you demonstrate it through the same benchmarks vblanco did. Show the data pretty much. Just my opinion about it all.
@kiaran_ritchie
@TatataToddC
@JSFILMZ0412
I definitely think we should encourage engine diversity. I'm not too fond of the future if everyone is on UE and Tim's successor isn't as benevolent. My current question is, what does UE look like after Tim? I love all the animation work that has been going on with UE though!
@Akien
I read what you said before I posted, that doesn't change trying to show a post that attempts to give a timeline of the events. Again, I don't condone it myself either. Harassment is silly all around. It doesn't help that SBI seemingly started the harassment either.