- Increase gravity, player speed and air acceleration for a less floaty
feeling.
- Clean up the code to use constants when relevant and remove unused enums.
- Enable anisotropic filtering in 3D demos, and set the quality to
16× on desktop and 4× on mobile.
- Enable 4× MSAA on some 3D demos that didn't use it beforehand.
- On GLES3 demos, disable MSAA on mobile as these demos are often
more demanding.
- Use more conservative framebuffer allocation settings for better
performance.
- Use PCF13 shadow filtering in GLES2 demos on desktop to benefit
from soft shadows in Godot 3.2.4 and later.
In Godot 3.2.3, this will make shadows smoother but still "blocky".
- Use Lossless compression instead of VRAM compression for
small textures such as the voxel demo texture atlas.
- Increase movement and steering speed significantly.
- Increase gravity slightly for a less floaty feeling.
- Simplify camera code (height is now constant).
- Tweaked camera distance and height to fit each vehicle.
- Fix script error when pressing Escape in the main menu
(the demo will now quit).
Changed debug collision shortcut from 'D' to 'C' to keep WASD available
for other functions in some tests.
Unbound arrows from UI shortcuts for the same reason.
Start logging physics tick one frame earlier for each operation
Disable debug collision to avoid rendering bottleneck
Fixes in adding/removing bodies to avoid bottlenecks outside of physics
2D: Increase message queue size to allow adding more objects at once
3D: Remove camera to disable rendering altogether
3D: Fix error with create_rigidbody_box missing default value
Add Functional Test / Stack & Pyramid
For testing stack stability.
Add Functional Test / Raycasts
Visually test raycast on different shapes.
Add Performance Test / Broadphase
Add/move/remove lots of non-colliding objects and measure time.
Fix leaks on exit
Some Nodes are copied and removed from the scene to be used as templates,
they need to be freed manually on exit.
Fix Performance Test / Contacts
Positions adjusted, some shape types were not created at the center.
The previous code had no comments and had some unintuitive steps.
I've re-written and re-structured it, and added comments. Hopefully it
will be easier to follow for newcomers to Godot.
* Re-write main methods
* Various bugfixes (variable conflicts, edge cases)
* Comment improvements
* Whitespace fixes
Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
This is required to benefit from crisp display on hiDPI monitors.
This also fixes issues related to fullscreen and input handling
when using an hiDPI display on Windows.
- Enable 4× MSAA in all 3D demos.
- Enable filmic tonemapping with a whitepoint of 6 in GLES3 3D demos.
- Add subtle fog to the Truck Town demo.
- Use the `2d` stretch mode and `expand` stretch aspect to support
multiple resolutions and aspect ratios.
fix for navmesh (re)baking issues in demo
- changed level mesh size/scale (was way to small to be useable)
- changed navmesh agent settings (default radius to large, slope values to small)
* simplyfied the steering to a single line with lerp
Replaced:
if steer_target < steer_angle:
steer_angle -= STEER_SPEED * delta
if steer_target > steer_angle:
steer_angle = steer_target
elif steer_target > steer_angle:
steer_angle += STEER_SPEED * delta
if steer_target < steer_angle:
steer_angle = steer_target
steering = steer_angle
with
steering = lerp(steering, steer_target, STEER_SPEED)
and lowered STEER_SPEED to 0.2
* Update vehicle.gd
* added space around *