Cleaning up some old photos and forgot about this drunk painting night, where I added Big Boss and Rex to a lush garden painting. Good times #MetalGear
@feles-machina
Cat, an Indie Game Dev using Godot Game Engine. Working on a stealth action title named "DEEP SIX" Maintaining "Rigodotify" Blender rigging plugin Wishlist it on steam: https://store.steampowered.com/app/3556510/DEEP_SIX/
Cleaning up some old photos and forgot about this drunk painting night, where I added Big Boss and Rex to a lush garden painting. Good times #MetalGear
AH! and i am on mobile. That make sense then! Thank you!@majormcdoom.bsky.social
saved the mesh instances into a packed scene as well so they'd be true instanced duplicates and still end up with the same call count, so what's am i missing to replicate what you've got?
So some key info is missing here since we're getting different results. This is a single mesh instance, same mesh, Ctrl+D to duplicate it and i don't get batching. I get separate objects, more draw calls.
Versus the mutlimesh replacer node i made makes them a multimesh instead, and i get 1 call
Another side benefit of multimeshing is I can have every box be slightly different colors, by feeding an array of colors I approve, and the per instance color, I can have a variety of colors of storage containers, or tarped boxes, and have them technically be the same mesh and same material still
Very curious, I found duplicating my mesh instances to not produce batching as expected/shown here
Even still, building levels with blocks on weaker devices, and have them swap out into multi-meshes in the production project is really nice.
And my only drawback currently is baked lighting
One of the big things is draw calls. As mesh instances, three crate types duplicated 500 times is still 500 objects to be draw called, well as a multi-mesh, there's 500 crates are just three objects, and three draw calls
I fired up several high poly objects and made a hundred of them, and then did the exact same thing with my multi-mesh version of it, and it was effectively 8 to 16 times faster depending on the complexity of the object.
Basically I'm doing a lot of PSP era tricks to get higher performance
It's made so that another user can just use placeholder cubes and design entire levels for me. And when they pass them into the main production, those generic cubes get replaced with proper props.
Also for more complex objects it definitely has a performance gain. I did a series of tests
Added baked lighting for DeepSix and learned #GodotEngine doesn't bake for MultiMesh instances. That's a problem because every crate, container, cement barrier, etc is a MultiMesh and so is ignored during baking.
Luckily a PR is nearly ready for it:
github.com/godotengine/...
#GameDev problems
Spit balling ideas with semi unique silhouettes:
gas station, fast food/coffee drive thru, lighthouse, farm/barn, air traffic tower, fire department, observatory, roof heliport, maybe transit points of entry like subway entrance, train station, bus depot, auto car wash,
MGS Master Collection Volume 2 has finally been announced. MGS4, Peacewalker and Ghost Babel!
No Portable Ops yet. But one can dream!
New feature just added. If you blow up a boom barrel, you can find a the lid to use as a shield. :)
'Open Fight Night' is inspired ๐
This. 100%
Maybe Alice could fill the role of Smash Bros Solid Snake?
New favorite loadout combination:
Ball peen Hammer and a flat head screwdriver
#DeepSix #GodotEngine #GameDev
Looks good and I bet it feels good too. Natural and immersive
Way cool!
The small circles in Godot crack me up. Seeing two folks I've mini-collabed with, doing a mini collab. Good times.
What's the tone you'd like? A Neutral tone announcer/commander offering a status update.
Or more urgency/pressure, for them to keep going or not give up. Etc. Just how stern/neutral versus how much excitement/emotion in the lines do you want?
Looking so Bloodborne fantastic โค๏ธ ๐คค ๐
You are a mad genius. I just spent the past hour tinkering, and i got it. Well i got the basics of "all or nothing", no depth test, based on that center vertex. God that's some clever stuff! Very cool, thank you so much for steering me the right direction
Made and borrowed some new climbing mount animations (Thanks to @quaternius.bsky.social's new pack) #GameDev #GodotEngine
Looking so cool. After your last post, i spent a day digging into depth buffer kojima flares and... failed to make something that worked right and gave up for now. Love the look! It's inspiring!
Digging the look of this!
The blockout process is fun, finding multiple ways to traverse a map, making sure there are lots of ways to avoid or interact with the guards. #GodotEngine #GameDev
Dope
This is awesome
Experimenting with gridmaps in Godot. With hopes to make iterating building layouts a little faster. #GodotEngine #GameDev