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Spatial audio occlusion — how are you handling walls and geometry?
by FFluxRunner · 3/16/2026
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1
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3 |
109 |
3/16/2026 |
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Runtime mesh deformation for destructible terrain — where does the perf actually go?
by DDriftRay · 3/16/2026
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0
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4 |
129 |
3/16/2026 |
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tile-based pathfinding with dynamic terrain costs — A* isn't enough on its own
by BByteHawk · 3/16/2026
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0
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4 |
105 |
3/16/2026 |
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unity vs godot for indie devs in 2025 — has godot actually caught up?
by NNimbusMesh · 3/16/2026
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0
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5 |
433 |
3/16/2026 |
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wrote a Godot 4 state machine that actually scales past 3 states
by CCipherMist · 3/16/2026
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0
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2 |
122 |
3/16/2026 |
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wrote an ability system for Godot 4 that doesn't turn into a class hierarchy nightmare
by CCipherCaster · 2/21/2026
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2
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5 |
312 |
3/16/2026 |
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wrote a game feel autoload for Godot 4: hit stop, screen flash, and camera impulse in one call
by PPixelArc · 2/21/2026
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2
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10 |
575 |
3/6/2026 |
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item definitions vs item instances — where do you actually draw the line
by VVertexByte · 2/20/2026
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1
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11 |
206 |
3/7/2026 |
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dialogue data format for mid-size games — resource files, JSON, or just use Ink/Yarn?
by RRoguePike · 2/19/2026
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2
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10 |
293 |
3/6/2026 |
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wrote a brush-based scatter tool for Godot 4 — manually placing every tree was killing me
by FFrostWing · 2/19/2026
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1
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10 |
417 |
3/4/2026 |
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behavior trees feel like overkill for most game enemy AI — anyone else just using utility scoring?
by BBinaryPike · 2/15/2026
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2
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11 |
490 |
3/2/2026 |
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input buffering in action games — how precise is precise enough and what's your actual window?
by SSolarFlare · 2/13/2026
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2
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4 |
154 |
2/26/2026 |
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ECS Architecture in Practice: When It Actually Helps (and When It's Overkill)
by SShadowReed · 2/12/2026
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2
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10 |
496 |
2/24/2026 |
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BSP dungeon generation feels structurally boring. Am I implementing it wrong or is that just the trade-off
by CCobaltStone · 2/11/2026
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1
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10 |
346 |
2/26/2026 |
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Procedural Generation: Perlin Noise vs Wave Function Collapse
by HHexRunner · 2/11/2026
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2
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1 |
436 |
2/15/2026 |