Optimalizations and Experiments | Godot 3D Devlog #2
ฝัง
- เผยแพร่เมื่อ 10 ก.พ. 2025
- This is the second of my weekly 3D Godot devlogs. A lot of experiments have been made this week. I tested Armor Paint, Volumetrics plugin for Godot and Character Generator. I also improved my biome generation plugin. I am currently using godot 3.2.2, but the project is being developed with a godot 4.0 release in mind.
Volumetrics Plugin: github.com/SIs...
Armor Paint tutorials: / @alexanderkiryanov7190
My setup:
CPU: Intel(R) Core(TM) i5-9300H
RAM: 8GB
GPU: GeForce GTX 1660 Ti Mobile
Elementary OS Linux
Looks great, the progress is realy noticable, I like the "depth" feeling of the woods
The game looks fantastic. I've not seen anyone else doing 3D Godot.
Keep it up!
The woods and animations look so awesome! :D
This looks really good!
look beautiful !, thanks for sharing
This game is looking great.
Your FPS is much better than mine haha, it looks amazing 👍
It sucks how OBS sometimes ruins the fps while it's actually running smoothly lol
Game looks incredible, can't wait to see more!
Its xorg problem, not obs actually
looking good. I hate you though because I am starting to work on something similar :) low poly openworld rpg..but still..loving it.
Hi and thank you! I watched your videos of Tiny RPG and it looked amazing. Your game mechanics and sounds are really above anything that I have done so far :) The art style is the only thing I would change a little. I think it lacks consistency, but overall it looks cool! And do not hate me, my game won't be an open world and rpg :) I am thinking more of an arcade style on this little island.
👏👏
Nice devlog, i really enjoyed it :D
Also any feedback would be appreciated :)
What format are you using for animation?
Can you make a video on simple level design 3d... Please...
dont disable the fog, it may help with the limitations of draw distance/ lod
as for the colision shape, if you enable then only on close geometry, i think it can cave performance?
Hi, the fog was disabled only for system testing. It's easier to debug. As for collision shapes, there is no real performance impact as far as I can see. GPU is limiting factor right now.
@@wojtek_pe well i should have guessed...
after all colision meshes arent rendered on screen anyway...
Elementary OS?
you should, I think optimize to a build of the game, since you are running on a debug mode with an overhead
Hi, to be honest I don't see any difference between debug mode and release version. I am not sure why, but fps is almost the same. Probably because GPU is a limitation and Godot mostly optimizes gdscripts and stuff like that.
@@wojtek_pe good to know. keep up the good work
Hi there! Is there anyway to contact you?
Hi, you can try to contact me on discord: wojtekpil#2284
@@wojtek_pe I've sent you a friend request! My username is Xavier
you can try a blender add on that bakes Meterial Shaders to PBR here github.com/oscurart/Blender-28-Addons
👏👏👏