Here's a list of incompatible mods that we know for now: [Updated on 14.01.24] Help us, by testing the mods in the "Need Verification" list on your system, or by testing other mods. M...
was thinking about a tee fighting game. but i got no idea how to design moves plus the networking is probably too much work to do for a few day project
godot has multi-threading and maybe you can write your own ECS system and just use godot for rendering, but at that point just use bevy or do your own engine i guess
even though nothing stops me from just quitting but as a tech lead it is also hard to just leaving a team with two of my "students" here but i also can't just tell them to get another job cuz it's probably harder lol
but i've been overworking too much for the last two months and it doesn't seem to moving to a better place cuz the head limit and low financial outcome of the team.
if we are targeting PC games, they can do whatever and we can optimize after. but mobile VR headset is just too weak. we can't even playtest the thing if it runs at 40fps.
I made a stylized single shader for everything so it would be eaiser to optimize but that also requires the level designer to be extra careful about their material
18:12
but our level designer (a single one) is just too bad at catching details it is impossible for him to stick to the rulebook we wrote
the designer thinks he designed the gameplay too. but I pitched the idea. he only wrote like 10 lines about what roles does what, every single player interaction and ruleset cases are documented by me and passed to other programmers.
@Meeu I somehow stay up all night trying to benchmark Godot 4's C# Garbage Collector. Using the same script that generates tons of garbage (32767 class allocations) per frame, Unity Profiler clearly reports 8ms+ GC.Collect time even with incremental GC. Godot profiler shows no frame time jumps ever, I thought it just didn't count the GC time. Counted frame time myself, didn't show any difference. Then I realize Godot 4 moved from Mono to CoreCLR and apparently it is just plain better and I feel like I've wasted so much time trying to find that one frame time spike in Godot.(edited)