r/godot 22h ago

fun & memes Which one do you prefer ?!

I am trying to make an endless runner (not for commercial game) in Godot 3.6 similar to the the game "Subway Surfers" but in Minecraft style, but in the way I found there are lot more challenges than i expected.

This is just for fun and I do not own any copyright protected content from Minecraft and subway surfers

11 Upvotes

15 comments sorted by

25

u/RealDEady42 21h ago

Why don't add both? Also shadows on the first one look odd.

16

u/kosro_de Godot Regular 21h ago

Looks familiar ;)

Feel free to ask any questions ^u^

6

u/Human-Criticism4130 21h ago

Wow, I’m actually surprised you commented! I came across your video about 2 weeks ago while looking into similar projects, and I was truly inspired by your work. 🙌 I’d love to know—how did you manage to optimize your version? My build struggles to stay around 30–40 FPS, so any insights or tips would mean a lot.

6

u/kosro_de Godot Regular 20h ago

Hehe, happy to hear that :D

I buillt the world segments in Minecraft using Axiom and turned them into models using Mineways. I then cleaned up the models up in Blender, removing most of the faces the player would never see.

Each world segment is a scene. They have a Marker3D child node where the next segment will be attached. When the last attachment point is within a radius of the player, a new segment will be spawned. Despawning works similarly.

Not much further optimization, and it runs smoothly on a laptop.

3

u/Human-Criticism4130 20h ago

Thanks a lot for the explanation 🙏 I actually also used Mineways and cleaned up extra polygons, but my chunk spawning/despawning system is built a bit differently, so that might be where my performance issues come from. Also, I don’t have a GPU in my PC, so I’m not sure if the problem is my setup or my implementation. Do you have a playable demo or project available? I’d love to test it out to compare and see what’s causing the slowdown on my end.

3

u/me6675 19h ago

How would playing another game let you see what's causing the slowdown in your game? You should use the profilers built into Godot to identify performance issues.

1

u/Human-Criticism4130 19h ago

Yeah, I get what you mean 👍 I actually did try the Godot profilers, but since my PC doesn’t have a GPU I was curious to compare with a similar project. My thought was: if his game (with similar Minecraft-style geometry and endless spawning) runs much better on my machine, then I know my implementation is the issue. But if both run at the same FPS, then it’s probably just my hardware holding me back. That’s why I was asking about a demo 🙂

1

u/me6675 18h ago

Unless you have some exceptionally weak PC, this should be feasible to do at 60FPS with Godot, it's more than likely your implementation.

This kind of geometry is super simple and if spawning chunks is the issue you should see drops in FPS, not a constant low FPS. Calculating shadows here should be the largest performance drain.

You don't need a GPU to profile what actually takes the most resources. What did the profiler tell you?

5

u/Pikapoder 21h ago

The first one looks better, but the shadows looks a bit odd, cuz they pop in and out

On the other side, the second one looks more clean.

You could add both, the first one been "High Quality" graphics The other one as "Medium" But maybe make the shadow somewhat fixto the environment

1

u/awesomenessbeam 21h ago

I love the curve effect of the horizon!

1

u/G-Rex_Saurus 21h ago

The second one looks exactly like minecraft, but the first one looks more visually appealing.

I'd rather have these as a both options instead.

1

u/Longjumping-Lock6533 18h ago

I mean if we go endless .. A pretty sunlight would be delight ✨

1

u/USBashka 21h ago

Fïrst

1

u/leberwrust 20h ago

None. The video actually makes me nauseous.

1

u/Pinokio1991 13h ago

Hi, got some questions: How did you organise nodes? Is your player pathfollow 3d type node? is your path3D node procedural generated (adding points)? How did you add colision to path mesh?

Im making similar type of game and still learning how Godot physics work on path and trying to achieve smooth movement.