You can modify the "use 3d server" setting on the p_BulletPhysicsServer scene, "count" and "wave time" are both on the BulletCircleSpawner node in the Main scene, and if needed you can increase the number of visible instance for the multimesh in the BulletVisualManager scene's init() method. Every year since fifth or sixth grade, birthday parties have gotten noticeably. ![]() The project I am using is available here: bullet-physics-tests.zip And this brings me to the bittersweet tinge of celebrating my sons birthday. New option of using BVH is something I thought might improve things,īut it actually slows them down a bit, bringing it to be almost The other configurations on 3.2.4-beta6 are almost the same, but this Physics Engine: GodotPhysics (3D, Use BVH=true) This is surprisingly slower than GodotPhysics 3D, and that appears toīe at least in small part due to my need to translate the transform The insider added: 'Perhaps because it was a very difficult time for her, but she felt them slipping away and it. 'At the time of her last birthday, Diana told friends that her greatest wish was to remain as close to her sons as she had been while they were growing up ,' said my source. ![]() Many more shapes before this becomes an issue. So, she made a particularly bittersweet birthday wish. In GodotPhysics, but I believe this is just because it can handle so Removing shapes from an area (in _destroy_bullet()) seems to be slower Just jumping from 10 to 11 for the count. ![]() I'm also not running these on anything too powerful, it's a Lenovo T480s with an Intel i7-8650u with integrated graphics.ĭefinitely the slowest of the bunch, and it drops off real hard when My results below represent the highest number of bullets I was able to handle on my machine and still maintain a solid 60fps. I've tested using both Bullet and GodotPhysics engines, in 2D and 3D, and using the new BVH option in the latest beta. I'm using this setup basically, except my prototype is in 3D so I'm using a multimesh for the visual side of things, and I've made a few improvements along the way, such as not calling free_rid() multiple times per frame.Īnyway, I'm creating this issue mainly because it was requested by I share my results here in hopes that there could be further optimizations for my use case. To that end, I've taken some inspiration from this blog post which describes a method of interacting with the physics server directly to create many shapes in a single/minimal amount of areas, to avoid the overhead of nodes: You can check out the trailer for Bittersweet Birthday below – and you can add it to your wishlist on Steam here.I've been working on a prototype bullet-hell type game in Godot lately, and I've been trying to optimize as much as I can to get the most bullets on screen as possible. Not only can you already get a taste of the game via the free demo (now available on Steam), but Pineapple Works are also launching an IndieGoGo crowdfunding campaign soon (date yet to be confirmed). Indie publisher Pineapple Works and developer World Eater Games are responsible for bringing Bittersweet Birthday to our computer and Nintendo Switch screens – and they have quite a few plans underway for the game. It’s not all about the combat, however, as you’ll be able to explore the game’s charming, appealingly bright world and assist its inhabitants with their own issues – while learning about the game’s world and history. Playing as a character who wakes up with no memories, Bittersweet Birthday is a game in which every encounter you have with the in-game enemies is a unique challenge. Yet despite this, the game is already looking very promising, with a beautifully colourful, wonderfully drawn pixel art style and some absolutely gorgeous animation. However, her elder brother’s birthday will likely always be a bittersweet day for Princess Anne as it’s also the anniversary of a huge moment in her own life. With a launch date still to be confirmed, boss rush/exploration game Bittersweet Birthday potentially has a long way to go before it arrives on PC and Switch.
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