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3amsoda
i like to draw and make video games

Joined on 1/10/21

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projectile spam

Posted by 3amsoda - January 14th, 2022


current project is system's complete, just grinding out art, writing, and designing combat encounters rn. still probably a longs way off but im making decent progress



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Comments

Neat stuff! How are the bullets generated?

right now im just instancing and resetting bullets from packedscenes at run time. Godot has built in functionality for putting expensive physic operations in a queue to be ran over a couple of frames and I haven't run into any memory issues yet. helps thats its all the same sprite just recolored.

Ah, nice! I haven't used Godot myself so I don't know how that would work out, but typically what I've seen in other bullet hell games is that they use just a single point for the collision detection, so the operations become really simple to calculate, with the hardest part being rendering all the bullets quickly. Is something like that being done here?

Ya essentially the players hitbox is one pixel and every projectile and enemy has circular hitboxes. collision detection between circles is technically faster than collision between rectangles Since the distance between any part on the surface of the circle and the circle will always be equal to the radius you can check for collisions by just getting the distance between two objects, where as with rectangles you need to do aabb calculations.

But honestly I dont think it matters too much nowadays computers and browsers are pretty fast and have a lot of memory, and game engines do all this work for you and are really good at it.