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Chris' Tutorials
438 posts
@TutorialsChris

Chris' Tutorials

@TutorialsChris
Godot developer making tutorials, plugins, and tools. Creator of Grid Placement, Item Vault, Calendar Time and more.
christutorials.com
Joined September 2016
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  • @TutorialsChris
    Chris' Tutorials
    @TutorialsChris
    Sep 2
    Trying out Redot 26 beta (a community project based on Godot) + FLECS for a port of Thistletide’s simulation core. The current GECS version works and performance is adequate, but with heavy agent logic there isn’t a ton of breathing room left. Curious how much headroom moving
  • @TutorialsChris
    Chris' Tutorials
    @TutorialsChris
    Aug 28
    One of the first things I’ve been checking for performance lately is unnecessary polling. Stuff that runs every frame just to see if something changed, when a signal/event could handle it only when it actually changes. Pretty easy place to accidentally burn a lot of time in a
  • @TutorialsChris
    Chris' Tutorials
    @TutorialsChris
    Aug 28
    Wasn't really expecting Godot 4.8 to make much difference for my project since rendering isn't the bottleneck, but my 100-human sim ended up ~13–16% faster just from switching from 4.7 to 4.8-dev4. I think the new faster Object property access is probably doing a good chunk of
  • @TutorialsChris
    Chris' Tutorials
    @TutorialsChris
    Aug 28
    Trail3D looks sick. But honestly all the visual improvements here are welcome. Anything that can make games look better without every developer having to reinvent the same rendering/effects work for every project is a win. That’s exactly what I want out of a game engine: more
    @godotengine
    Godot Engine
    @godotengine
    Aug 26
    Development of Godot 4.8 is firing on all cylinders! 🏎️ #GodotEngine 4.8 dev 4 brings Trail3D, VisualShader node groups, main screen docks, multi-bounce ambient occlusion approximation, directional lightmap specular light… Too many features to count! godotengine.org/article/dev-sn…
  • @TutorialsChris
    Chris' Tutorials
    @TutorialsChris
    Aug 27
    TL;DR: I stopped treating 60 Hz as the default for every simulation system. Most of this project is GDScript + GECS, so raw simulation throughput isn’t the language/runtime’s strongest point—but smarter scheduling works around a lot of that. AI, needs, utility, faction logic,
    Image
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