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#gamedev

99 posts78 participants10 posts today
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Fun with noise.

I added some noise to the light calculation, and got the dither I wanted for free thanks to the posterisation! Now I can do anything from a slight wobble in the shading transitions to a full dirty dither.

Also added a second noise source to the terrain and cloud generation, for more bumpy coastlines. And I accidentally created Europe!

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I did try some more complex dither textures, and they actually worked quite well.

However I then added posterisation, and that looked kind of amazing imo.

I think what I would like is to make the shading rougher so that it doesn't produce the clean lines it has here, or to implement the dithering such that it also goes through multiple levels of shading within the palette rather than just overlaying black. So those are what I will be working on next.

This is pretty cool - back in 2010 Stardock released a game called Elemental, and it was a disaster. A buggy, unfinished mess, and not to their usual standards. They're not shying away from that, and in fact they are remastering, rewriting, and rereleasing what they think the game should have been. It'll be interesting to see what comes of it.

forums.elementalgame.com/53673

Stardock ForumsDev Journal #01 - Elemental: ReforgedDev Journal #01 - Elemental: Reforged » Forum Post by Frogboy » Once upon a time… In 2008, right after we

Hey! I wanna know about optimizing #Godot games for #mobile. Do you have any resources or general tips on that?

I read this article, in which they mention minimizing the amount of times the GPU needs to read textures. I assume this could be achieved by reusing textures/materials when possible, right?

community.arm.comOptimizing 3D scenes in Godot on Arm GPUsIn part 1 of this series, learn how we utilized Arm Performance Studio to identify and resolve major performance issues in Godot’s Vulkan-based mobile renderer.

I spent the whole day with Godot multi-threading. I tried the WorkerThreadPool and also spawning Threads manually, but the performance gain between doing the stuff in a thread is less than expected.

My goal was to multi-thread a intensive task, that takes about 2000ms on the main thread. But in the end it was only 25% faster when ran 10 tasks simultaneously.

Does someone have a Godot multi-thread success story? I really want to see how it's done properly.