Soygoy
I will fight for /anthro/
opengl isnt any slower at rendering than vulkan
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opengl isnt any slower at rendering than vulkan
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gegdot has shit performnce because of gdscriptView attachment 32721
>godot is le bad at making le graphics so can u show me examples of godot making le graphics
>oh but these examples are not good enough ese.... godot... stil bad....
opengl is slower in edge cases because of cpu overhead and as a stated has better hardware support so it can run on a potato while vulkan cant even run
>transsexual legends gameplaygodot cultists?
c is fasterperformancechuds is this the most bone tingling most spine tingling most performant 3d engine to ever exist?
GitHub - GreatCorn/MASMZE-3D: MASMZE-3D is a horror maze-runner game made almost entirely on x86 Assembly and native WinAPI procedures with the help of the Microsoft Macro Assembler (MASM32).
MASMZE-3D is a horror maze-runner game made almost entirely on x86 Assembly and native WinAPI procedures with the help of the Microsoft Macro Assembler (MASM32). - GreatCorn/MASMZE-3Dgithub.com
one benefit to making your own engine is you know exactly what needs to be synced so multiplayer is easy. unity is fucking retarded. you make things a "network object"??? what is it even doing. you might as well set up your own tcp thing.Looking into multiplayer solutions. Highly demoralizing.
writing your own netcode is pretty fun once you get it, I made a bretty fast lockstep with buffer netcode in gamemakerLooking into multiplayer solutions. Highly demoralizing.
one downside to making my own engine: Making my own engineone benefit to making your own engine is you know exactly what needs to be synced so multiplayer is easy. unity is fucking retarded. you make things a "network object"??? what is it even doing. you might as well set up your own tcp thing.
im just gonna suggest it.one downside to making my own engine: Making my own engine
I'll tell you a secret, I don't know what the fuck I'm doin
I am, however, looking into deterministic multiplayer as it seems like the least convoluted way of handling networking, especially with many entities that need to be synched.
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Unlike normal gamedev, networking seems to be a whole different beast. It feels like I'm starting from scratch, with a bunch of roads before me, each more convoluted than the previous. Maybe I lack some foundational knowledge about the internet that I need in order to understand all this shit, any advice?
Not what I'm looking for. Too much abstraction, too high level, I have no idea what's being done or talked about. Unity has the same shit and I kinda agree with bnwoclitty on the whole "what's this even doing?" thing. How is it synching these objects? How does it deal with dsync? What does the packet/internet/whatever traffic look like? What about lag, lag compensation, client prediction, rollbacks? I want to know what's going on! It feels like a closed, mystery box of "fuck you". It's not talking about actual networking, just about dragging and dropping this thingamajig or that doodad. I mean he literally goes "for some reason this fixed the issues"im just gonna suggest it.
godot multiplayer scene replication as easy as clicking a few buttons
I can understand where you're coming from, but you kind of only have two optionsNot what I'm looking for. Too much abstraction, too high level, I have no idea what's being done or talked about. Unity has the same shit and I kinda agree with bnwoclitty on the whole "what's this even doing?" thing. How is it synching these objects? How does it deal with dsync? What does the packet/internet/whatever traffic look like? What about lag, lag compensation, client prediction, rollbacks? I want to know what's going on! It feels like a closed, mystery box of "fuck you". It's not talking about actual networking, just about dragging and dropping this thingamajig or that doodad. I mean he literally goes "for some reason this fixed the issues"
Aside from that, I'm looking for a more robust solution for a specific usecase. The usecase being many synched entities. This is why I find deterministic solution appealing, aside from the fact that it seems a lot more... intuitive? Simple to grasp? Uncomplicated? I just feel like I have a more solid understanding of what's supposed to be going on: Make the game predictable and only synch inputs
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also This made me geg
use a libraryone downside to making my own engine: Making my own engine
I'll tell you a secret, I don't know what the fuck I'm doin
I am, however, looking into deterministic multiplayer as it seems like the least convoluted way of handling networking, especially with many entities that need to be synched.
<
Unlike normal gamedev, networking seems to be a whole different beast. It feels like I'm starting from scratch, with a bunch of roads before me, each more convoluted than the previous. Maybe I lack some foundational knowledge about the internet that I need in order to understand all this shit, any advice?