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Cat

@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/

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01.11.2024
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Latest posts by Cat @feles-machina

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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

02.03.2026 21:33 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

AH! and i am on mobile. That make sense then! Thank you!@majormcdoom.bsky.social

21.02.2026 00:28 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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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?

20.02.2026 23:14 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

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

20.02.2026 23:06 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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20.02.2026 23:01 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

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

20.02.2026 22:29 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

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

20.02.2026 22:27 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

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

20.02.2026 22:18 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

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

20.02.2026 22:14 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

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

20.02.2026 22:12 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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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

20.02.2026 20:18 ๐Ÿ‘ 9 ๐Ÿ” 1 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

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,

19.02.2026 20:30 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
Preview
Metal Gear Solid: Master Collection Vol.2 launches Aug 27, 2026 on PS5 Includes Metal Gear Solid 4: Guns of the Patriots, Metal Gear Solid: Peace Walker.

MGS Master Collection Volume 2 has finally been announced. MGS4, Peacewalker and Ghost Babel!

No Portable Ops yet. But one can dream!

12.02.2026 23:48 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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New feature just added. If you blow up a boom barrel, you can find a the lid to use as a shield. :)

12.02.2026 16:51 ๐Ÿ‘ 4 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

'Open Fight Night' is inspired ๐Ÿ‘

11.02.2026 14:08 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

This. 100%

11.02.2026 13:55 ๐Ÿ‘ 5 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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Maybe Alice could fill the role of Smash Bros Solid Snake?

10.02.2026 20:24 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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New favorite loadout combination:
Ball peen Hammer and a flat head screwdriver
#DeepSix #GodotEngine #GameDev

10.02.2026 18:15 ๐Ÿ‘ 14 ๐Ÿ” 2 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Looks good and I bet it feels good too. Natural and immersive

10.02.2026 02:44 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Way cool!

The small circles in Godot crack me up. Seeing two folks I've mini-collabed with, doing a mini collab. Good times.

10.02.2026 00:14 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

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?

01.02.2026 03:06 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Looking so Bloodborne fantastic โค๏ธ ๐Ÿคค ๐Ÿ‘

30.01.2026 20:56 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

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

30.01.2026 03:23 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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Made and borrowed some new climbing mount animations (Thanks to @quaternius.bsky.social's new pack) #GameDev #GodotEngine

29.01.2026 22:13 ๐Ÿ‘ 16 ๐Ÿ” 2 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

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!

29.01.2026 21:59 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 2 ๐Ÿ“Œ 0

Digging the look of this!

29.01.2026 15:00 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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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

28.01.2026 22:28 ๐Ÿ‘ 13 ๐Ÿ” 2 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Dope

26.01.2026 23:28 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

This is awesome

24.01.2026 05:09 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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Experimenting with gridmaps in Godot. With hopes to make iterating building layouts a little faster. #GodotEngine #GameDev

24.01.2026 04:30 ๐Ÿ‘ 5 ๐Ÿ” 1 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0