...I was going to leave it there, but I should say: This seems pretty unoptimized. Running games at an uncapped framerate is very demanding on my CPU. The problem with simple games having uncapped framerates is that it'll end up running at over 600 fps. Personally, I like to set the max fps to 60, but more than that should be fine too.
It is unoptimized, it's just a prototype for a game jam 😅 I thought Godot added a framerate cap by default. Will take that into account in the future. Thanks for the advice!
It's broken on Windows :( I wasn't able to test it on a Windows computer until now (haven't tested on Linux either). Will try to provide a fixed Windows build, but I'm not sure if I will be able to...
Edit: I was able to fix the worst issue where all graphics would look broken and cut. Still, there are some issues on the Windows build that I didn't experience on macOS (especially everything looking way bigger than it should be). I will leave it for now
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Kitty.
...I was going to leave it there, but I should say: This seems pretty unoptimized. Running games at an uncapped framerate is very demanding on my CPU. The problem with simple games having uncapped framerates is that it'll end up running at over 600 fps. Personally, I like to set the max fps to 60, but more than that should be fine too.
It is unoptimized, it's just a prototype for a game jam 😅 I thought Godot added a framerate cap by default. Will take that into account in the future. Thanks for the advice!
It's broken on Windows :( I wasn't able to test it on a Windows computer until now (haven't tested on Linux either). Will try to provide a fixed Windows build, but I'm not sure if I will be able to...
Edit: I was able to fix the worst issue where all graphics would look broken and cut. Still, there are some issues on the Windows build that I didn't experience on macOS (especially everything looking way bigger than it should be). I will leave it for now