Optimizing my Game so it Runs on a Potato

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  • Опубликовано: 17 май 2024
  • 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: store.steampowered.com/app/25...
    ➤ JOIN THE DISCORD: / discord
    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!
    --------------------------------------------
    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
  • ИгрыИгры

Комментарии • 1 тыс.

  • @aiden_obj
    @aiden_obj Месяц назад +2946

    PLEASE add an Easter egg so that we can enable to the audio or visuals for the shader comp loading screen, that’s hilarious😂😂

    • @Splarkszter
      @Splarkszter Месяц назад +94

      100%

    • @dan_loeb
      @dan_loeb 29 дней назад +47

      yes, please!

    • @ZaidaZadkiel
      @ZaidaZadkiel 29 дней назад +31

      signed

    • @rose_allen
      @rose_allen 29 дней назад +77

      was about to comment this. I think that a 10x speed preview of the level is kind of a cool feature as well.

    • @ZaidaZadkiel
      @ZaidaZadkiel 29 дней назад +34

      ah i know! record the entire audio of the gameplay and then edit it and shift its speed 10x so it sounds like chipmunks all the whole loadingbar

  • @r4ych836
    @r4ych836 Месяц назад +1284

    This is the best kind of devlog, gets you excited about the game and also teaches you something about game dev!

    • @Blargis3d
      @Blargis3d  Месяц назад +109

      thank you, glad you enjoyed it!

    • @calebgilbertyt
      @calebgilbertyt Месяц назад +29

      So true, I think most of the gamedev audience is a little brained out for something "entertaining", and just want something interesting and inspiring, amazing video blargis!

    • @cinderblocktreehouse
      @cinderblocktreehouse 3 дня назад

      @@Blargis3d hey so uh do you know what the price is going to be?

  • @theridonculesknights
    @theridonculesknights Месяц назад +1008

    Shader loading sounds are fucking hilarious

    • @Lachrymogenic
      @Lachrymogenic 28 дней назад +74

      game be like "son, our neighbour is coming round to visit"
      game: "OH SH- FCK FCK CLEAN UP PUT EVERYTHING AWAY, KILL ALL THE DEMONS RQ"

    • @theridonculesknights
      @theridonculesknights 28 дней назад +34

      @@Lachrymogenic just Gmod glitching out sounds as the game scrambles to make itself presentable

  • @Markty07
    @Markty07 16 дней назад +176

    12:36 PLEASE MAKE AN EASTER EGG TO ENABLE THE SOUND AGAIN
    "It sounds like the game is frantically cleaning a room" Is waaay too hilarious

  • @steluste
    @steluste Месяц назад +455

    Omg thank you. I was little bit disappointed when I first launched your game because it run at 25-30 fps on my uhd 620 thinkpad. Now I'll be able to play it at 60fps wohooo
    Edit: for compiling shaders you can set camera fov to 180, detach it from the player spawn on different parts of the map and rotate it 360 degrees. I saw this method used by antii for his game Road to Vostok. You can check it out on youtube

    • @Nate-bd8fg
      @Nate-bd8fg 28 дней назад +14

      Rotate 180° lol

    • @realskyquest
      @realskyquest 19 дней назад +4

      Nice more fps, road to vostok its pretty good, but pretty buggy now after moving to godot(*rip the guy with godot 3d optimizations*)
      Godot is really neat for 2d, but 3d hurts. As a web developer I'm afraid of react and testing(*its a pain, but i still do it*)

    • @steluste
      @steluste 19 дней назад +3

      @@realskyquest I agree. Having good looks doesn't mean it's good at 3d.

    • @sdsdfdu4437
      @sdsdfdu4437 7 дней назад

      Which video did the road to vostok Dev talk about that?

  • @wolfcl0ck
    @wolfcl0ck 19 дней назад +52

    "Light baking can sometimes take a long time, think on the order of minutes."
    Literally the best advertisement I've heard for Godot as someone whose main engines up to this point have been Source and Unity.

  • @skaruts
    @skaruts Месяц назад +791

    Why so many OccluderInstance3D nodes? A single one should be able to bake occlusions for an entire level.

    • @Blargis3d
      @Blargis3d  Месяц назад +775

      OMG I'VE BEEN DOING IT WRONG THIS WHOLE TIME
      Just tried it like you just mentioned any yeah, the way you say works. I guess the way I describe is still useful for the anyone who wants to only have certain objects be occluders - but yeah for the general case I'm doing it the dumb way, lol, sucks that I can't go back and change the video now. Thanks for the tip though!

    • @GoodmansGhost
      @GoodmansGhost Месяц назад +56

      @@Blargis3d How many frames gained?

    • @slavsit7600
      @slavsit7600 Месяц назад +7

      @@Blargis3d ye

    • @DrunkenLeaf
      @DrunkenLeaf 28 дней назад

      @@Blargis3d Man ain't this just the bitch about game development lol.

    • @abdelhakim1291
      @abdelhakim1291 28 дней назад +15

      ​@@Blargis3dhow many frame Gains u got?

  • @BluesM18A1
    @BluesM18A1 Месяц назад +214

    Constantly finding barriers in your game's development that are tied to years old issues and pull requests on the github that are supposed to be fixed and merged in just the next update, that is just the Godot experience. Lord help us.
    But also thank you very much for making this video, best insight I've ever gotten on how I can apply optimizations as a fellow Godot developer.

    • @Saas_1
      @Saas_1 29 дней назад +2

      May I ask why you are using an engine that has the problem you just described?

    • @BluesM18A1
      @BluesM18A1 29 дней назад +29

      @@Saas_1 quite simply, because I am not smart enough to make my own engine yet.
      Even if I was, Godot would probably save me so much time that instead of sitting and waiting for bugfixes I'd be fixing them myself and sending pull requests.

    • @bitnewt
      @bitnewt 26 дней назад +25

      @@Saas_1 Other engines also have bugs, but the reports and discussion aren't as easy to find when they aren't open source.

    • @RADkate
      @RADkate 22 дня назад +6

      @@Saas_1 the thing is with godot it will eventually get fixed but from i know of unity it just gets replaced by an equally broken system

    • @alexisjsosa
      @alexisjsosa 20 дней назад

      Unreal doesn't have *ANY* of the issues listed in the video, using Godot is literally just shooting yourself in the foot.

  • @candybluebird
    @candybluebird Месяц назад +99

    I live for developers talking about all the ways they optimize their code. Also you should keep the sound on for compiling shaders. It is really really funny

    • @xdanic3
      @xdanic3 28 дней назад +8

      Agreed, it made me laugh so much when I heard it

    • @ryan_1314
      @ryan_1314 15 дней назад +9

      It should be added as a secret option in settings that's just labeled something like "toggle loading screen tomfoolery"

  • @blakkerr
    @blakkerr Месяц назад +76

    Having the game do a pre-recorded run for shader compilation is a really clever idea, even if a broader solution is coming for the next versions.
    For the AI/pathfinding optimization I had a similar issue, and what I found is to have a singleton responsible for all enemies, and have enemies queue into it to have their next update calculated (can be for path update, sensor check, whatever could cause an issue in large numbers). That way you can control how many calculations you want to per tick (could even adjust it dynamically based on performance), and guaranteed to not have any accidental overlaps.

    • @sourestcake
      @sourestcake 2 дня назад +1

      In my experience centralized data structures are the way to go for most things. It allows you to limit and batch work like that. But i do everything in C, so that probably has an impact.

  • @Joshimuz
    @Joshimuz Месяц назад +396

    Hello, speedrunner here.
    I haven't watched the whole video yet and I'm in a rush but during the AI section you mention adding a random number to the AI's pathing tick cycle. Please seed this random number generator to the same seed everytime or the tiiiinnnnyyy amount of randomness this will cause will certainly screw TASes (and maybe super high level speedruns) forever.
    Thanks :P

    • @Blargis3d
      @Blargis3d  Месяц назад +213

      Ooooh that's a really good point. Noted! Shouldn't be too hard to seed this

    • @Joshimuz
      @Joshimuz Месяц назад +66

      ​@@Blargis3dNice, sorry to probably add another global variable to the pile :P

    • @trentbillington1093
      @trentbillington1093 Месяц назад +76

      @@Blargis3d It also has the potential to break your shader compilation replay!

    • @rankail
      @rankail 27 дней назад +18

      ​@@Blargis3dit would be even better if you just count up the frame offset % 20. That would almost guarantee a rather even distribution of the calculation.

    • @thepro4805
      @thepro4805 27 дней назад +3

      i was thinking about how it would totally ruin TASes as well! lol

  • @maxwell_edison
    @maxwell_edison 25 дней назад +373

    bro get your wife a new computer PLEASE

    • @sean7221
      @sean7221 19 дней назад +28

      It's her punishment.

    • @Elias01056
      @Elias01056 18 дней назад

      ​@@sean7221for what

    • @sadstrawberry8834
      @sadstrawberry8834 17 дней назад +13

      ​What did she do

    • @toucan6109
      @toucan6109 16 дней назад +12

      Bro people have other things in life than video games

    • @maxwell_edison
      @maxwell_edison 16 дней назад +22

      @@toucan6109 doesn't mean she doesn't deserve a better computer? weird take is weird

  • @Xeloph986
    @Xeloph986 Месяц назад +162

    I ran into the same problems with OpenGL and Vulkan when I launched my game on steam. I ended up just adapting all of my visual effects to look mostly the same between OpenGL and Vulkan and then exported both versions and set them as different launch options on steam. Imagine my panic when I launch the game on Steam and I immediately get bug reports on how the game just doesn't lauch 😭

    • @Blargis3d
      @Blargis3d  Месяц назад +56

      Oooof this terrifies me lol. Might end up having to do this. Was your game Godot as well?

    • @Xeloph986
      @Xeloph986 29 дней назад +41

      @@Blargis3d yeah it was. It ultimately came down to the fact that it's a retro pixel game. And like you said in the video, people expect to be able to run retro looking games on potatoes :D
      So yeah, setting up a Compatibility launch option or a beta option on Steam might be necessary to make sure everyone can play.

    • @sulfur2964
      @sulfur2964 27 дней назад +7

      I'm following ultra engine development and they completely switched to opengl from Vulcan, while gaining performance on amd GPUs. They have a great vide explaining why Vulcan is terrible for development and how almost no games use it, lol

    • @SilverDragonsmx
      @SilverDragonsmx 21 день назад

      @@sulfur2964 OpenGL is functionally a dead end. Development has ceased entirely on it, and it will not see any improvements nor new features. As far as I can tell by the presentation (that also uses AI generated images, which as far as I am concerned is already a red mark against something, I also have no interest in watching a nearly 2 hour video that's functionally just someone going over a slideshow, so maybe something was covered there but not in the slideshow), with all the main arguments essentially boiling down to pointing at numbers entirely out of context, and pretending like a point has been made. (ex, Vulkan games in 2023 vs GlideFX games in 1999, which ignores that game development as a whole has changed since 1999)
      Also minimum system requirements for an API doesn't exactly mean anything - sure you can now "support" games on something as old as a geforce 420, but no one is going to be practically targeting hardware that old, meaning it's equally as valid to say "The GeForce GT 630 is the minimum support for Vulkan".
      Also OpenGL driver support is known to be sketchy at best. This has been well documented.
      Also the wording of "API drivers buggy" isn't a search term normal people will use. instead, "API driver issue" is FAR more likely to be searched, which shows 15.6m results for DirectX, 10.8m results for OpenGL, and 3.4m for Vulkan. (also the original search query gives completely different numbers, with exclusively DirectX being the only one even remotely close).
      As with any sudden and significant performance boost, I would sooner suspect a poorly implemented Vulkan pipeline over any actual benefit to switching to OpenGL.

    • @froge4300
      @froge4300 4 дня назад

      @@sulfur2964 vulkan is so much fun to use tho, also most new games use it

  • @c.codyflick2210
    @c.codyflick2210 Месяц назад +46

    Re: compiling shaders. That's what me and my colleagues in the industry like to call a "spicy" hack. 👌

  • @TavishMcEwen
    @TavishMcEwen Месяц назад +27

    If you can get an id for each enemy, instead of generating a random number for each, you can instead use mod(id, 20)
    so the 1st, 21st, 41th, 61th, etc enemies will update on the 1st tick, then the 2nd, 22nd, 42nd, etc on the 2nd
    perfectly dividing the enemies up into 20ths for AI updates every tick

    • @Blargis3d
      @Blargis3d  Месяц назад +9

      Whoah! I'm gonna use this. Also deterministic which is great for speedrunning and stuff

    • @TavishMcEwen
      @TavishMcEwen 18 дней назад

      @Blargis3d idk what the mod function in gdscript/c# is but it just gives a remainder, just in case that wasn't clear

  • @Hiasae-spue
    @Hiasae-spue Месяц назад +77

    I think an alternative way to mitigate shader stutters could be to have a main menu background, where a camera flies through a sort of demo/secret level.
    This would look kinda old school and in line with your game art style.

    • @FrozenDozer
      @FrozenDozer Месяц назад +28

      And then your main menu stutters and freezes like crazy. Not exactly ideal, lol

    • @Aeduo
      @Aeduo Месяц назад +3

      @@FrozenDozer I wonder if shader compilation blocks the whole process or if the like, menu and player controls and stuff are on a separate thread from the main game, if the menu would stay interactable even if the scene in the background is choppy. It'd be noticeable but certainly not as big of a problem as ingame stutters.

    • @L1vv4n
      @L1vv4n Месяц назад +4

      @@Aeduo i don't know for sure, but if during stutter a GPU waits for shaider to process current frame it might be that decoupling menu rendering from the background render is too complex task. Like you will need two renders a separate frames, and than ask gpu to combine current state of both into one frame.

    • @Aeduo
      @Aeduo Месяц назад

      @@L1vv4n I think this is kinda the point of something like vulkan though, where you can have some task going on while other stuff is happening and you synchronize tasks and allow stuff to continue or wait based on what tasks have completed or not.

    • @leihau
      @leihau 25 дней назад +5

      @@Aeduo asynchronous shader compilation exists, it waits for the shaders to be compiled before rendering, which solves the freezes at the cose that it may make assets invisible for a moment. I'm unsure that exists for Godot though

  • @Pope_
    @Pope_ Месяц назад +31

    As someone who has been forced to play some games at 20 fps for years, thank you so much for adding some of these optimizations. Specifically i want to point out the resolution scale options. Its relativly simple to implement but, from a players perspective, can make or break how fun a game is.

  • @Circle_boi
    @Circle_boi Месяц назад +62

    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

    • @J0rdan069
      @J0rdan069 28 дней назад +1

      What is th point of this?

    • @SapkaliAkif
      @SapkaliAkif 27 дней назад +1

      @@J0rdan069 Maybe the commenter will go back to the video for spesific purposes.

    • @J0rdan069
      @J0rdan069 25 дней назад +3

      @@SapkaliAkif Yeah, but these chapters are already in the video.

    • @ultimaxkom8728
      @ultimaxkom8728 25 дней назад

      Hmmm... culling, pruning, distributing, simplifying, and memoization.

    • @SapkaliAkif
      @SapkaliAkif 24 дня назад +1

      @@J0rdan069 Ah, then maybe the comment was copied to the description afterwards.

  • @jex8885
    @jex8885 27 дней назад +6

    This was probably the most interesting gamedev video I've seen yet, it's production grade information for polish, which is rare imo.

  • @Jungus1999
    @Jungus1999 29 дней назад +14

    Hey so with your Pathfinding optimization, it might be helpful to add your Knight agents to a queue and have a manager cycle the queue, invoking their pathfind() function on whatever interval you’d like. You’re probably already aware of this solution but I just thought I’d share since it helped one of my projects. Great video!

  • @kobalad1118
    @kobalad1118 Месяц назад +9

    As someone who is doing a retro-style fps on godot using Qodot and who has the same performance issues, I can't thank you enough for the techniques displayed here

  • @GlassEye-er6rz
    @GlassEye-er6rz Месяц назад +16

    Ohhh, I was just thinking today, "when are you going to release the video? " and then it comes out right in front of my eyes, enjoy watching it all

  • @abdulwasay81
    @abdulwasay81 Месяц назад +7

    I am so so happy that the RUclips algorithm brought me to this place, I watched all the devlogs and really really loved your videos but more the actual game. I got excited to know that I can play it for free right now and just played the demo and OMG those few minutes made my day. Most fun I have ever had playing a single player game in a while! Thank you and I wishlisted it ❤

  • @Butterscotch_96
    @Butterscotch_96 22 дня назад +6

    Funny how for 50 bucks more you can get a Steam Deck.

  • @KorboKommando
    @KorboKommando Месяц назад +4

    A game inspired by Quake, Hotline Miami, Ultrakill, and Ghostrunner? Literally some of my favorite games. I cant wait to try this game out

  • @VilasNil
    @VilasNil 28 дней назад +6

    That's a nice jade roller you got there bro, so envious

  • @2004.HondaCivic
    @2004.HondaCivic Месяц назад +5

    Man I genuinely cannot thank you enough for these videos. Your 90s level design video introduced me to the trenchbroom + qodot pipeline a few months ago and I have never looked back. Bloodthief is coming along very well, best of luck

  • @TRUFANATIC
    @TRUFANATIC Месяц назад +5

    that's the greatest devlog! i learned a lot about optimization in godot, thank you!

  • @jademonass2954
    @jademonass2954 7 дней назад +1

    your shader compiler is super smart! props
    also the shader loading sounds are AMAZING i need that

  • @embyrdev
    @embyrdev Месяц назад +2

    Awesome! I'm glad people are actually making use of the occlusion option :D

  • @antonsimkin
    @antonsimkin Месяц назад +6

    you are true engineer. i think its the first in a long time i saw someone talking abt optimisation.

  • @nudiee
    @nudiee Месяц назад +83

    0:59 the t-posing knights sliding towards you is terrifying

  • @ThiagoJaqueta
    @ThiagoJaqueta Месяц назад +4

    Shader pre-compilation is an essential feature for every modern PC game. Glad to see it being implemented, even if it's done in a "unusual way" :D
    For your game, consider adding a integer scaling for resolution scaling, while also giving an option to disable the filtering. So players can play at 1/2 Res, 1/3 Res, 1/4 Res, etc... Prodeus added this option and I personally love it, even though my computer can easily handle the 1440p Native res, I prefer to play older games at 1/3 Resolution to get the those chunky pixels.

  • @noise_dev
    @noise_dev Месяц назад +2

    Dude this content is golden. Also I love the contribution from other godot devs in ur comment section. Keep it going!

  • @ryan_1314
    @ryan_1314 15 дней назад +1

    THANK YOU THANK YOU THANK YOU!!!!! As someone who has a potato computer similar to the one in the video (gen4 processor, 8gig ram, no GPU I think) I'm glad you had a computer that bad in mind when optimizing. I'm no programmer by any means, but there's so many games I play that could easily have performance fixed with simple optimizations, such as enabling culling for more objects, staggering calculation times, reducing keyframes, not processing animations for objects out of view, or being able to toggle off shaders so potato PCs like mine don't have to process every object's ray tracing and motion blur. Literally just watching you optimize your game has convinced me to add it to my wishlist :)

  • @awsmeanthony
    @awsmeanthony Месяц назад +3

    As someone with a potato I see this as a absolute W.
    Edit. I have a Vulcan specific potato so still a W.

  • @rinkachi-rinkitata
    @rinkachi-rinkitata Месяц назад +16

    Developers like you keep my faith in game developers

    • @krolmuch
      @krolmuch 20 дней назад

      the biggest optimisation would not be using a python level scripting language for making a game though

    • @rinkachi-rinkitata
      @rinkachi-rinkitata 20 дней назад

      @@krolmuch assembly or c++ would give even more performance

    • @sheepcommander_
      @sheepcommander_ 19 дней назад

      @@krolmuch "python level" bro does not know what he's talking about

    • @krolmuch
      @krolmuch 18 дней назад

      @@sheepcommander_ he uses GDScript inside the game engine. tell me how is it not python level language?

    • @sheepcommander_
      @sheepcommander_ 18 дней назад +2

      @@krolmuch "Python level" is not a phrase that means anything, although it just occurred to me this might not be ur first language
      GDScript is a completely original language created to be closely integrated to the engine and it is also much much faster and just better than Python lol
      GDScript and C# have pretty much same performance if you use Static Typing on all your variables and methods

  • @janetjane4861
    @janetjane4861 8 часов назад

    12:40 NO, KEEP IT! Maybe half the volume or something but this is hilarious and exactly in the spirit of older games when devs were allowed to have fun with their projects, adding silly elements in "irrelevant" parts of the game, just for the fun of it while solving problems like this. That always adds so much charm to a game and makes it feel more alive.

  • @kingkaruulm
    @kingkaruulm Месяц назад +1

    Not sure when you made most of these changes, but since I started playing a few weeks ago, it has run beautifully on my 1070. I love to get insights into your process, and I'm glad that you have a decently sized community of playtesters to help you. You really deserve every ounce of support you've gotten so far, and beyond!

  • @moeburhanimeez7354
    @moeburhanimeez7354 Месяц назад +4

    I love this GAME!

  • @cuppajoeman8569
    @cuppajoeman8569 Месяц назад +7

    I was also working on a low-poly godot game, even with the compatibility renderer on my shitty laptops, I barely cracked 50-60 fps on basic maps and minimal game logic. I was pissed because I wanted to have LAN parties with CRT's with really low end hardware.
    I bit the bullet and am rewriting in c++ no engine and just pick and choosing my libraries, now I'm cooking at like 250hz + on these shitter laptops it's great (opengl renderer)

  • @Ralke1
    @Ralke1 26 дней назад +1

    very good work! Impressive how much content you explained so easily and detailed at same time.

  • @B3anBag98
    @B3anBag98 2 дня назад

    Great video, lots of insightful things and exciting to see progress, GGs ^-^

  • @ThePC007
    @ThePC007 Месяц назад +4

    12:25 I actually really liked it when you could see the pre-recorded gameplay during the “Compiling Shaders” screen, lol. In fact, I’d argue that it’s a good way to make the loading screen less boring to look at since looking at a blank screen is incredibly boring.

  • @Saas_1
    @Saas_1 29 дней назад +6

    You know that this video it basically just showing the core problems of Godot: Bad (rendering) engine code, age old and not fixed (critical) issues and the "we'll just have to wait a bit more for the engine to become amazing" mentality.

  • @Gillpradi
    @Gillpradi 8 дней назад

    This is literally one of the best and funniest dev videos I've seen. The shaders part was the cherry on top

  • @EthylJogodo
    @EthylJogodo 16 дней назад

    your work is not only informative but also incredibly inspiring!

  • @dzjin
    @dzjin Месяц назад +10

    13:50 Technically all 3 are closed source, as it is up to the GPU manufacturer to implement the APIs. OpenGL and Vulkan are open STANDARD, not source

    • @mothcatcher893
      @mothcatcher893 Месяц назад +2

      It also does not necessarily have to be the GPU manufacturer to implement the APIs. You have Mesa as an open-source OpenGPL and Vulkan implementation.

    • @benedani9580
      @benedani9580 6 дней назад

      kid called mesa:

  • @q7b663
    @q7b663 24 дня назад +4

    did you spend 6 months to only optimize this game by 50 fps???

    • @fykkus
      @fykkus 15 дней назад +1

      That is what optimization is, doing a lot of stuff for not so big of an improvement. It is a painful and very long process, but it has to be done.

  • @xbz24
    @xbz24 19 часов назад

    Your videos are cracking the matrix, keep it up with the good stuff

  • @evan-michael
    @evan-michael 2 дня назад

    I actually really like the sounds your cache solution produced. it's silly, but symbolic of your passion

  • @bebleoklept
    @bebleoklept 27 дней назад +3

    raytracing support pls

  • @memesalldayjack3267
    @memesalldayjack3267 18 дней назад +1

    man, i feel like I've learned stuff that takes decades to learn just by watching this video, and the guy seems very supportive of his community which ik doesn't sound like a big deal, but it's actually pretty rare

  • @StephenBrown85
    @StephenBrown85 Месяц назад +2

    This was a very well put together video - a lot of this stuff is not mentioned very often and takes a while to figure out!

    • @Blargis3d
      @Blargis3d  Месяц назад

      I'm glad you found it helpful!

  • @pread
    @pread 22 дня назад

    thanks for making this video, as someone else making a godot game this was really informative. wish you luck on your game

  • @ImoTubeReal
    @ImoTubeReal 25 дней назад +1

    Finally, a developer that does actually optimize and playtest for low-end PCs! 🥳

  • @le3lux
    @le3lux 28 дней назад

    I love the technical stuff. It's really interesting. Game Dev for me is that technical aspect as well and I wouldn't want just level designe or system crafting. Hope u show more in the future

  • @cumcumcum148
    @cumcumcum148 Месяц назад +58

    Love the progress on this game. The amazing fact that this game have only two levels, yet people so invested in it

  • @plectro3332
    @plectro3332 25 дней назад

    I have never tried the game but I've been following these videos pretty religiously. They're very interesting and your video making is top quality!

  • @mjdevlog
    @mjdevlog Месяц назад +1

    The moment you explain about shader compilation problems, i was thinking "Hmm, what if the game plays itself in background while the loading screen takes place".
    Glad that you actually found the exact same solution and it works

  • @darkvulpes4826
    @darkvulpes4826 2 дня назад

    Okay, this is ridiculously genius and funny, like "My problem was, that shaders compiled on my machine since I've beat my levels myself. How do I fix it for new players? Okay, guess I just have to beat the level for them first myself too, every time." Like someone said in comments, it would be actually very fun option to just turn on preview of shader compilation sequence.
    PS: it's really cool to see your devlogs everytime, both interesting and very informative for other dev who just begin to do yheir stuff.

  • @FinaISpartan
    @FinaISpartan 27 дней назад

    Please make a part 2 with all the advice from this video! Would love to see how far you can push the optimizations!

  • @iPuls3
    @iPuls3 23 дня назад +2

    As someone who reported stutters on the playtest I'm very happy to see you taking performance concerns seriously!

  • @dappercthulhu4386
    @dappercthulhu4386 14 дней назад

    Hey thanks for this. I'm pretty new to 3d game dev and your solutions to these problems will definitely influence how I approach my own projects

  • @Staubbs
    @Staubbs 24 дня назад

    Thats an incredibly smart way to set an optimization goal! Great job.

  • @xburgui2542
    @xburgui2542 25 дней назад

    loving how the game is turning out, ur a huge inspiration for me :D

  • @arti972
    @arti972 23 дня назад

    i like the volume on the loading screen, it gives that type of old game with some oversight which is cool. plus makes the loading screen something less boring, and if I want I can turn it off myself. Maybe not 10x the audio idk I LIKE IT

  • @ParpleYT
    @ParpleYT 7 дней назад

    you no what The loading screen noise makes it sound like your doing stuff (I like it)

  • @stitchfinger7678
    @stitchfinger7678 29 дней назад

    "Frantically cleaning its room" spot on lol
    Really insightful video

  • @bartolomeus441
    @bartolomeus441 Месяц назад

    I laughed so hard at the game rendering everything at once. Very informative, learned a lot

  • @sandman76_
    @sandman76_ 7 дней назад

    your game looks really smooth
    like it, good luck

  • @MNenad
    @MNenad 3 дня назад

    I love the way you went into getting shader issues fixed

  • @corndoghead1
    @corndoghead1 16 дней назад

    13:40, thank you for blinding me while i was watching in the dark

  • @silver17yearsago66
    @silver17yearsago66 13 дней назад

    Thank you so much for sharing your experience i was able to improve the optimization of my own game

  • @KoGameStudio
    @KoGameStudio 24 дня назад +1

    This is my new fav game dev youtuber by far lmao

  • @TheSpiritForceGD
    @TheSpiritForceGD 29 дней назад

    I plan on switching to Godot sometime in the next few years and videos like this are very informative. Great work.

  • @extremepivotDX
    @extremepivotDX Месяц назад +1

    Bro that solution to the shaders was wild, and I loved it

  • @WizardGCruz
    @WizardGCruz 18 дней назад

    wow man, such a heavy atmosphere, i will buy your game for sure

  • @mplaysstufffullstreams3240
    @mplaysstufffullstreams3240 29 дней назад

    incredible and beautiful work :) you are truly a visionary

  • @jumbledfox2098
    @jumbledfox2098 27 дней назад

    your game looks freakin epic!! love it :3

  • @DrondaDesuix
    @DrondaDesuix 19 дней назад

    The switch from dark-mode webpage o light-mode webpage during the "changing your light setup" was masterful.

  • @TuRmIx96
    @TuRmIx96 Месяц назад +1

    Lightbaking in minutes, hah! Lucky you went with the PS1 look.
    When I was working in gamedev one of our map took 8+ hours. With a 32 core CPU and 6 other 8core PCs helping. We had 10+ maps. You could imagine the frustration when something needed a change or we had to fix something on the map for production. But that was in Unreal engine! Well at least we never had a problem with shader compilations :) Exept ofc when master shaders changed and had to recompile hundreds of thousands of shaders. Fun times.
    Great video btw! You did a great job!

  • @Chemley
    @Chemley 18 дней назад

    The most insane solution to the most minor problem, truly what game dev is all about

  • @Toeknuckles
    @Toeknuckles 7 дней назад

    huuuuuuge props dude!
    honestly this made the best case for me switching to godot from Unity 😅😅

  • @mastergame1311
    @mastergame1311 27 дней назад

    These videos are so entertaining and informative. Love them.

  • @Oliepolie
    @Oliepolie 8 минут назад

    Youve been talking about all these advanced optimization techniques that ive realized now is literally every single thing I have to do while making maps for source in the hammer editor...
    entity culling, baked lighting, nav mesh optimization, etc

  • @user-xh9sj1xo4c
    @user-xh9sj1xo4c 2 дня назад

    I enjoy this little developing insides so much! I always wanted to create my own optimized game that will support some kind of physics engine. And each day I am getting closer to my goal by studying low level programming in my university and hearing about software issues on youtube.

  • @Red_Bastion
    @Red_Bastion 10 дней назад

    Real good video and interesting stuff!
    Small thing I wanted to mention about making videos actually, not game dev, consider whether a cut is taking us from a dark scene to a pure white one x) I got flash-banged a good few times! Keep up the good work though this looks great!!!

  • @strooky1855
    @strooky1855 Месяц назад +1

    Hey man, really cool video, nice to see something different to the "and then I copied this code online!!!" stuff that most gamedev videos are. One thing with the enemy navmesh optimization, you could recalculate the path everytime the player moves a certain distance. If the player isn't moving too much then you're making unnecesary calculations. You can then add a random delay for the calculation. Still really cool video!

  • @fran13r
    @fran13r 26 дней назад

    Can't wait to play your game when its out. It looks really fun.
    Thanks for looking out for potato users.

  • @MarioGoatse
    @MarioGoatse 28 дней назад

    I hope you have something really cool in store for all your beta/play testers. They seem like such an important part of the development process. You should reward them.

  • @bossanova3494
    @bossanova3494 10 дней назад

    thanks for the honesty with the godot engine, been having my own rough patches with it too that I was really wondering "I CANT be the only one experiencing this right?"

  • @Soroosh.S83
    @Soroosh.S83 7 дней назад

    this is exactly what I need for my own game
    Thank You VERY MUCH

  • @Sand.
    @Sand. Месяц назад

    I loved the video, definitely going to subscribe!

  • @imaplaygames633
    @imaplaygames633 15 дней назад

    I love the idea of blacking out the screen and just playing your own inputs to pre bake the level, that's hilarious and genius.

  • @piggo5
    @piggo5 11 дней назад +1

    The computer at the beginning… is mine…. And mine… has half the ram, no s key, the screen is buggin out, google is painfully slow, I can’t run Minecraft, and Roblox does not function. The windows search bar doesn’t work, and also it freezes very often. Not good for gaming? It’s hell for game development! And that’s what I love to do :)

  • @dominobuilder100
    @dominobuilder100 23 часа назад

    Another optimization: The thing with computing the shortest path from multiple sources to one destination is that it can be reversed. Instead of doing a calculation for each source, do only one calculation from the destination to all sources and you will find the same paths (but reversed). This ensures that you do minimal work and don’t double calculate anything.

  • @ferenc_l
    @ferenc_l Месяц назад

    These devlogs are great! Are you planning to make a tutorial on your character controller / state machine? I think it would be really helpful for a lot of people. Keep up the good work!

  • @kitsunekaze93
    @kitsunekaze93 10 дней назад

    such a cool project!

  • @tryhardhybridknight6220
    @tryhardhybridknight6220 8 дней назад

    this game looks amazing, like a mash of ultrakill and a melee based game, a cool easter egg/secret would be just adding a fucking gun, have it be something like activating cheats in ultrakill where you dont get any rewards when you have it but its just stupidly overpowered and fun, best of luck developing this