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#godot

16 posts15 participants0 posts today

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.

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.

KLAXXON! #SOURCE issue 2 is now available for download! In case you don't know what I am on about SOURCE is my attempt at an #opensource "pay what you feel" magazine. In this issue we look at #Godot, #Inkscape, #OpenStreetMap #Logseq #Termux and #Syncthing

There's a little more info and a direct to pdf link on my blog as well as links to Issue 1 which was a deep dive on Computational Fluid Dynamics with #FreeCAD.

concretedog.blogspot.com/2025/

Please Boost!

Well, I'm stoopid.
Trying to set up Git (with Kraken), and it doesn't connect to my Project.
I've got gitattributes and gitignore files in the above folder, and project folder. and a new empty (just README.md) folder below my project, with the Name I gave in Init.
No .git folder
Instruction on Kraken site don't match with my Client.
I'm scared to try deleting anything.
So tired of falling at the first hurdle :(

(Screenshot from website)

Having a heck of a time trying to implement State Machine.
It doesn't help that I don't understand Godot and it's Nodes.
The only explanations of State Machines are for FPS, showing how to Idle/Move/Attack.
I cannot seem to figure how to apply this logic to a RTS/Colony Sim.
Nothing will talk to each other. I don't know where to place/access Data/Functions.

It's like I'm not supposed to make an RTS. Godot doesn't do that. Or at least no-one uses Godot to do that.

Today in #godot #IndieDev adventures, I have completely failed to implement *automatic* two-way doors/teleports. E.g., step in one, pop out the other. Step out, and back in, and pop out the first....

That step out, then back, is the problem.

I can't reliably tell when the player has left the door area. Everything that's supposed to tell me whether there is overlap is flipping back and forth every physics frame while the player overlaps the door. I'm at a loss.