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Thanks! I think it makes sense, as a non-game programmer it felt "weird" so appreciate the confirmation from your angle.



I also was doing the same but ultimately put it down to wait for Godot 4 (and its niceties such as occlusion culling - I had performance issues with quake 1 maps loaded up through godot). Do you have a repo?

I had networking etc running fine with client/server architecture but I would like to see how others have achieved this.


Mine was a bashed together repo from some example tutorial. I was trying to build a paintball game so most of this was actually interest in exploring solid body projectiles vs. hitscan. I was able to get 10 players with 10 balls per second running reasonably smooth without any crazy optimization so that was cool. When I hit the wall of shared lib thats when I gave up further exploration.




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