@programming.dev
Welcome to the programming.dev Godot community!
This is a place where you can discuss about anything relating to the Godot game engine. Feel free to ask questions, post tutorials, show off your godot game, etc.
Make sure to follow the Godot CoC while chatting
We have a matrix room that can be used for chatting with other members of the community here
We have a four strike system in this community where you get warned the first time you break a rule, then given a week ban, then given a year ban, then a permanent ban. Certain actions may bypass this and go straight to permanent ban if severe enough and done with malicious intent
go to feed...
@programming.dev
Welcome to the programming.dev Godot community!
This is a place where you can discuss about anything relating to the Godot game engine. Feel free to ask questions, post tutorials, show off your godot game, etc.
Make sure to follow the Godot CoC while chatting
We have a matrix room that can be used for chatting with other members of the community here
We have a four strike system in this community where you get warned the first time you break a rule, then given a week ban, then given a year ban, then a permanent ban. Certain actions may bypass this and go straight to permanent ban if severe enough and done with malicious intent
go to feed...
For those too lazy to click the link:
Beyond the UI refinements / workflow improvements, some things that stuck out to me were:
Seems important, and good. Probably not a good idea to somehow have two main threads racing each other.
Also we all know killing your children as efficiently is possible is what makes games fast, lol.
Both of these will definitely reduce headaches for me.
Another very good optimization.
Possibly a big deal if you run a physics intensive game.
I am guessing implementing the new hair physics would not be on the table until 4.9, but, Jolt 5.6 overhauled its friction calculations to be more efficient, so... that could be a blessing and a curse, might make your physics setup need to be re-tweaked a bit, but should also be significantly more performant.
More on Jolt 5.6.0 here, not sure exactly... how much of this would be fully supported/utilized in Godot 4.8. 'Upgraded' is kind of sparse, so my guess would be... just whatever Godot is currently basing off of Jolt will be migrated, and the new features, new cpu/shader stuff... ???
https://gamefromscratch.com/...
save