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#gamedev

93 posts83 participants16 posts today

Regarding the recent itch.io attack on queer & NSFW content (payment processors pressuring them into delisting large amounts of that stuff).

If you're UK-based or a UK citizen, I've prepared a parliamentary petition on the subject of payment processors taking it upon themselves to suppress legal content sold by their clients. I need a few supporters to get it into the review queue: if that's you, shout and I'll send you the link.

Hey! I wanna know about optimizing #Godot games for #mobile. Do you have any resources or general tips on that?

I read this article, in which they mention minimizing the amount of times the GPU needs to read textures. I assume this could be achieved by reusing textures/materials when possible, right?

community.arm.comOptimizing 3D scenes in Godot on Arm GPUsIn part 1 of this series, learn how we utilized Arm Performance Studio to identify and resolve major performance issues in Godot’s Vulkan-based mobile renderer.

Looking through Composition for Godot.
It seems that "The Godot Way" is to make everything Scenes/Nodes, with attached Scripts, and drag them onto the Scene that wants them. Or to export a variable, and add the component Node there.

I need to ado a LOT of rewriting to sort this out.

All advices welcomed

I spent the whole day with Godot multi-threading. I tried the WorkerThreadPool and also spawning Threads manually, but the performance gain between doing the stuff in a thread is less than expected.

My goal was to multi-thread a intensive task, that takes about 2000ms on the main thread. But in the end it was only 25% faster when ran 10 tasks simultaneously.

Does someone have a Godot multi-thread success story? I really want to see how it's done properly.

Itch.io has apparently shadow-banned adult games and some adult games have been removed.

This has just broke like literally in the last few hours, expect to hear more soon.

Not a good look, especially now. However, they may have gotten in trouble with credit card companies. I am waiting to hear what itch.io has to say.

One of the biggest challenges I am facing in my #Godot #GameDev journey is the composition pattern. I need to read now about it. But briefly, what I'm running into is this. I have some entities finished of nodes and resources and things, but when I have some entity interacting, I need to have some kind of interface that I can call into! If I don't know what are the components that compose a particular entity, how do I know what methods I can and can't call meaningfully?! And if I do know, if I have some kind of parent entity that implements a particular set of methods that call into the components, what's the difference between that and inheritance? especially since I don't have a ton of different types. With an ECS, I'd know how to solve it by definition, but with the node tree it seems less intuitive to me.

I’ve added bikes, scooters and skateboards to my solarpunk video game. You can even ride the bikes on high wires strung between the cliffs overlooking the main cave!

There are root bridges and pedal-powered outdoor elevators too, trying to get around the 3D space in fun and sustainable ways.

I’ve been trying to make more videos lately highlighting features in the game, and have posted a few on PeerTube: tube.fediverse.games/c/cave_oa

I’m not sure how many people are on there at this point, or if the search functionality isn’t great (or I just haven’t figured it out yet). I’d welcome recommendations for good solarpunk and indie gaming channels!

I’m also now on PixelFed (@bluespruce on pixelfed.social), and more traditional video-sharing platforms (other links in profile) just trying to reach people where they are. (No X though, obviously.) I have almost no followers, but I’m trying, would love to connect with whoever’s on any of those!

This November (right around the time I'm planning to release Enigma Heart, as it happens) will be exactly 20 years since I took this screenshot.

This was me experimenting with a smooth-scrolling tile engine for an RPG, in FreeBASIC.

There's a direct through line connecting this initial test to what EH is now. In fact, if you include 2011 -- when I migrated all my code from FreeBASIC to C++ -- then there's very likely still code from this initial test in EH's engine.

Wild!