this post was submitted on 20 Feb 2025
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Godot: The open source game engine

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submitted 5 days ago* (last edited 5 days ago) by seasick to c/godot
 

Working on a bullet heaven game. Obviously, something is wrong here

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[–] [email protected] 2 points 5 days ago (5 children)

Yep, that looks weird. Are you looking for guidance or just to share an odd artefact of development?

[–] seasick 2 points 5 days ago* (last edited 5 days ago) (4 children)

Just sharing, thanks for the concern though :) I thought it was funny looking, I just added new nodes to the wrong node and something was off with my look_at usage

[–] [email protected] 2 points 5 days ago (3 children)

Out of curiosity are you using the physics server or some of the more high level physics wrappers?

For a bullet heaven (or hell, tbh) I'd definitely recommend checking if hooking into the physics server directly will give you a boost in projectiles or performance.

This guide is a little outdated, but gives a relevant demonstration of what can be achieved.

[–] seasick 1 points 5 days ago (1 children)

Currently there isn't much physics ongoing, if you don't count collision detection. I'm currently just moving meshes in _process and use RayCast3D and Area3D for collision detection.

I've recently read about using just the RenderingServer and PhysicsServer and I am curious and interested. One step at a time ^^

[–] [email protected] 2 points 5 days ago (1 children)

Sounds like you're at the right stage in the process to investigate! Only reason I brought it up is that I'm working on a bullet heaven as well and got some pretty big gains going the server route.

Whether or not it's needed is dependent on your final vision, but even just handling collision has some appreciable gains.

Good luck!

[–] seasick 1 points 4 days ago

Small world :) Thank you

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