So how's that tunnel-shooter game coming along then Pre?
I have successfully made it run as a standalone Frame VR game.
Completely failed when trying to do so by compiling it for windows/proton. I suspect because of some of the ImGUI stuff failing.
And failed for different reasons when trying to build it for ARM/linux native on the thing. But that time definitely because of the ImGUI stuff I'd lazily included because interface options menu programming is tedious.
So instead I did the tedious thing for a week to build the godot-native UI, rip out the ImGUI stuff, and build enough settings menus to reduce graphics and physics settings.
There's a steam app Steam Devkit Client or some such name. You use that to upload the project-directory over to the Steam Frame as a Steam App.
And it works!
Feels pretty nice already really, but really quite frame-droppy at the most hectic times.
I think this is mostly the Godot physics system which is nice to use but apparently quite CPU costly compared to what I need really.
I just got the two collision cases really: Proximity, and tunnel-wall.
Godot's physics can build a platformer game in 3d and model the roughness of the friction in a bouncing ball.
But it's not particularly good for a tunnel in space where almost none of that matters and only our special-case of bouncing from the tunnel-wall needs to be done, and we can take advantage of the tunnel-segmentation to reduce physics combination explosions.
So the next thing to rip out and replace already is the everything that uses Godot's physics engine and replace it with simpler faster bouncier tunnel-physics.
#godot #gamedev #vr