Hello! Because on youtube i only post devlog videos, reddit won't let me post anything without karma and twitter is just sucks ass (they wont even let me post cuz, well, my post is looking too AI
) i decided to post some progress of developement here.
So i started developing this game around like august-september period. At first i was using unreal engine, coded movement component entirely in c++, and it's optimization was kinda good, but i realised how slow it performs on basically empty scene (280 fps). without nanite and lumen. with baked lighting. The problem is render pipeline: even with FORWARD SHADING it could only get like...
300-400fps?!
So i remembered how much i love godot (like it's the goat engine why not to use it?) and god. 2500 fps on the same scene. The choice is obvious, i am gonna redo all i made for those 3 months.
For example - to have collision for multiple objects in my character actor in unreal engine, i would need to write an entire script in 300 lines that still needs to be polished for collision compability.
In godot i just set multiple collisions as rigidbody child and... IT WORKS. So i am now porting all my efforts put into shit (ue) to godot, i hope it would be much faster













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