Make Your 2D Games 2X Faster Instantly in Godot

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We have more demos and guides available there, and more in preparation!

Gdquest
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IMPORTANT NOTE : for anybody in godot 4.x this is now done automatically so the signals dont work if the object is not visible, its also in the docs

theBSH
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An other way to gain performance is to change the frequency of the audio files of the game to around 22050hz in audacity, it works great on low end platforms like mobile and co

SeleDreams
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YOOO!! You just saved my game!
I was creating an open world RPG game but canceled it due to performance issues, now with this trick I can get back into the project.
Thank you so much! You guys are the best <3

AxisCoords
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Thank you SO much for all your amazing tutorials.
This really helps a lot!

boerbol
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This seems like an optimization that should be built into the engine. I can see that it might not be trivial (building a list of nodes sorted by size or size of all their nested children), but it seems doable.
Are there any reasons why this optimization can not realistically be built in?

grafgrantula
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We used to do this stuff with quad trees etc.. works well for collisions as for creating a tree that tells what branches to draw. Obviously requires one to have their entities in orderly fashion in a data structure :)

Mtaalas
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This is not work in godot 4 visibility notifier need to work that note visible need to set true otherwise not work


So one time it's show and hide next time the didn't show

successspotu
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Could you guys make a video on input latency? Is there a way to measure it or make it better on Godot?

vmarcelo
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I had been using a similar node but this one also freezed scripts and physics, i noticed a great performance gain, but i didnt knew i should set the visibility to false at the ready function.
Great tip.

Nayckron
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Did you know there is a node called VisibleOnScreenEnabler2D that auto hides and shows nodes


Edit: It enables and disables nodes

ltecheroffical
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This would make a nice little utility for the asset library

_gamma.
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I tried it on godot 4. It did hide the entity of screen, but when they reentered they're still invisible. I think it was because when the parent got hidden, the notifier2d node also got hidden

MrBlitzpunk
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What a masterpiece i saw . i hope all tutorials is like you

Gamesu
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I’m using a VisibilityNotifier for my 3D project. It seems to be able to see through walls, but I want objects show in front of camera, I don't want objects show in behind the walls, what I will do?

QqQq-bfbd
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And I thought Godot used a hash-grid to partition space occupied by sprites... I thought it then gathered only CanvasItems in chunks of the grid intersecting with the screen, and then draw them. A trick like that would mean it wouldn't matter how many sprites you have in the scene, the only limit being memory. It's such a simple idea I am really surprised that it's not what Godot does according to this video (But maybe that idea can be used in game code anyways). Or maybe it does, but backward: iterating first everything and then check the partition structure, which is wrong because the point of the structure is to NOT waste time iterating everything in the first place^^"

ZylannMP
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What a perfect timing for the game I'm developing RN. Awesome!

RukoS-xyjo
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thank you very much! this is a great help

PySnek
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This method should not be used in Godot 4! The VisibilityNotifier uses the culling system's outputs and so it won't detect visibility if your node is invisible. If 2D culling is a performance issue for you, you should use a proximity-based solution to change the visibility of nodes.

transientwaveform
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Phrases like "200% faster" always bug me, so I have to ask what the majority of people think:

What is 200% bigger than a 4 meter stick: an 8 meter stick, or a 12 meter stick?

I'm of the mindset that comparative adjectives like, bigger, faster, etc add that value. In this video's case, I would say "100% faster, " or "200% as fast." My reasoning is if you were to say 100% faster, the opposing logic would mean it's the same speed.

A neat trick, though. I'm now wondering if it's possible to do this for areas of the game world that may not be broken up into rooms, or how it could work with a time map. Maybe I would have to break tile maps into chunks to be able to take advantage of this?

Soumein