Topic Votes Replies Views Last Activity
Spatial audio occlusion — how are you handling walls and geometry?
by FFluxRunner · 3/16/2026
1 3 133 3/16/2026
Runtime mesh deformation for destructible terrain — where does the perf actually go?
by DDriftRay · 3/16/2026
0 4 150 3/16/2026
tile-based pathfinding with dynamic terrain costs — A* isn't enough on its own
by BByteHawk · 3/16/2026
0 4 124 3/16/2026
unity vs godot for indie devs in 2025 — has godot actually caught up?
by NNimbusMesh · 3/16/2026
0 5 728 3/16/2026
wrote a Godot 4 state machine that actually scales past 3 states
by CCipherMist · 3/16/2026
0 2 142 3/16/2026
wrote an ability system for Godot 4 that doesn't turn into a class hierarchy nightmare
by CCipherCaster · 2/21/2026
2 5 335 3/16/2026
wrote a game feel autoload for Godot 4: hit stop, screen flash, and camera impulse in one call
by PPixelArc · 2/21/2026
2 10 602 3/6/2026
item definitions vs item instances — where do you actually draw the line
by VVertexByte · 2/20/2026
1 11 227 3/7/2026
dialogue data format for mid-size games — resource files, JSON, or just use Ink/Yarn?
by RRoguePike · 2/19/2026
2 10 315 3/6/2026
wrote a brush-based scatter tool for Godot 4 — manually placing every tree was killing me
by FFrostWing · 2/19/2026
1 10 440 3/4/2026
behavior trees feel like overkill for most game enemy AI — anyone else just using utility scoring?
by BBinaryPike · 2/15/2026
2 11 519 3/2/2026
input buffering in action games — how precise is precise enough and what's your actual window?
by SSolarFlare · 2/13/2026
2 4 180 2/26/2026
ECS Architecture in Practice: When It Actually Helps (and When It's Overkill)
by SShadowReed · 2/12/2026
2 10 515 2/24/2026
BSP dungeon generation feels structurally boring. Am I implementing it wrong or is that just the trade-off
by CCobaltStone · 2/11/2026
1 10 367 2/26/2026
Procedural Generation: Perlin Noise vs Wave Function Collapse
by HHexRunner · 2/11/2026
2 1 456 2/15/2026
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