In 6 months I’ve taken my Godot game, Bloodthief, from 9 fps to 60 fps on this potato of a computer. Here are all the things I did to make that happen!
➤ WISHLIST BLOODTHIEF ON STEAM: https://store.steampowered.com/app/2533600/Bloodthief/
➤ JOIN THE DISCORD: https://discord.gg/aU5naj2fgY
This is a devlog for Bloodthief, the indie game I’m working on inspired by Quake, Hotline Miami, Ghostrunner, and ULTRAKILL. In this devlog I talk about Optimization!
Leave a comment below if you have any feedback on the game or questions about my process!
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Chapters
0:00 Intro
1:20 Occlusion Culling
3:03 Baked Lighting
4:27 Optimizing Enemies
7:17 Shader Compilation
13:40 Graphics APIs
17:22 Rapid Fire Optimization Tips
18:14 Ending & Results
#devlog #gamedev #godot #indiegame #indiedev
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22 comments
Like if you happen to spawn five ther will be expected to get a a turn every five ticks. That would make enemy system infiintely scalable and dynamic. especially if you can tune an engine to make a tick on every second fifth tens etc frame. For example a game running at 120FPS could have like 60 tics and 5 enemies could get more frequent updates of pathfinding with 10 enemies getting twice less frequent cycle, and if you need a hundred of them you could dynamically scale so at each 5 frames there is only one AI calculating its path or have more frequent updates with less AIs needed at the moment
1)Copy the game fill path or the Godot fill path if you are making the game
2)Windows it starts menu wright ENV and click on "Edit the system environmental variables"
3) click "advanced" in the top of the window that will pop up
4) click on "environmental variable" in the botom
5) click on peth and edit , you don't adventure in the top Section connect click "new" and name it peth
6) click "new" and paste the final panther that you copied in the start
7) parts clicking "ok" in all of the windows does pop up
8) go to the command prom and write "fill_name --rendering-driver opengl3"
You will need to turn right this Commander every time to run the game or go so you battle use a bat fill wright
@echo off
"fill_name --rendering-driver opengl3"
Edit: there should be an easter egg that turns on the shader compilation sounds if you want them🤣
i run tlou part 1 after a few months of not playing and i needed to build all shaders AGAIN
idk why because i didnt do anything like deleting some stuff
however my harddrive space run out a few times so that might be it
another fun fact when i downloaded this game it weight 70gb but now it is 20gb
20gb of saves? or shaders :pp
sorry to burst your bubble, but hardware isnt the issue. you just made a terribly optimized game. and i mean TERRIBLE
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