Hello! Because on youtube i only post devlog videos, reddit won't let me post anything without karma and twitter suck 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 tier 1 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












0 comments