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The optimizations are very good but I think you should reduce the poly count for those trees. My GTX 1660 is having some noticeable slowdowns when crunching those high poly leaves. By the way, it seem like the camera movement is not tied to delta time or calculated in _physics_process because it also slows down with the FPS. You should either tie it to delta time to put the logic in _physics_process so that the camera won't have sluggish movements when FPS is low.


Footnote: the way that the game load in different levels really reminds me of Half Life(being able to go back, etc). Mind sharing how it's done?

We're aware that the trees are heavy, that's something we'll change for the next version.

All of our camera processing is done in _physics_process, could you maybe send us a video showing the problem? We haven't been able to reproduce it.

Our loading is a bit complicated, but I'll try to explain. First we create a cache with all the materials in every level that will be used, then when you go to a new level, we use another thread to load it. We place it in the correct position in front of the player, where it would be if everything was loaded at once, and then we free the previous level. Check out the background loading tutorial in the Godot's documentation.

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Here's a video demonstrating the said sluggish camera movement. I tested this by moving my mouse quickly and then stop. The camera took noticeably longer to come to a stop(at least that's what it feels like).

Oh, I see. Thank you so much for reporting the issue and taking the time to record it! This really helps us. We'll investigate it further and see if we can find it and solve it!