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Questions about level design tools and performance(I'm new)
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[quote][b][/b] wrote: Hi audiobellum, Tbh, if you're going to switch only because of level building tools, it probably doesn't worth it. As it was already mentioned were is no build in level designer tool. The other thing, it's a simple little tool - you can create a basic game without coding within no time, but if you're looking to make something more complex you always need to come up with workarounds. For me, there are certain areas which the engine lacks: 1. Vectors, raycasting and related math. You want dot product or multiply vectors - you have to write functions for that yourself. You want translate a global vector to local - you need to implement rotation matrix. It's specially annoying since built-in js math functions utilize radians, and the engine uses degrees, so you either overwrite all math functions or translate degrees to radians and back all the time. Even this is not that bad, since you need to only do it once and then you can reuse it. But let's say you're looking to get a surface normal vector - you guessed it, you need to code it yourself. I guess it's also doable since you can access meshes normals. Also if you're using raycasting there is no way to properly visualize it. In godot editor, if I remember correctly, you have this little line, which shows your raycast vector, so you can easily see if it's setup correct or not. 2. Collision. If you're level geometry is different than "tiled" 90 degrees walls built-in collision is more a suggestion than a rule. You need to code it yourself. There is also no way to debug collision boxes properly, since there is no way to visualize them on runtime without "code it yourself". Also ccb only supports ellipsoids collision detection, so no boxes or capsules. There is also no collision detection/resolution between non-static objects - you need to code it yourself. 3. Animation. It's not possible to blend animations, or IK rigging or something similar. I mean, if you have 2 animations - run and attack you can't blend them to get attack while running. 4. Pathfinding and AI. There is no built-in pathfinding - you need to code it yourself. Built-in AI is super simple, plus resource demanding. I usually set fps cap to 200 while developing, so I can detect performance issues earlier. Adding 20 enemies with only default behavior to a scene drops fps to around 120 to me. Other than that it's a nice little engine. If you want to learn a new tool for a change, it might be a good choice.[/quote]
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