r/godot 1d 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

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u/kosro_de Godot Regular 1d ago

Looks familiar ;)

Feel free to ask any questions ^u^

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u/Human-Criticism4130 1d 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.

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u/kosro_de Godot Regular 1d 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.

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u/Human-Criticism4130 1d 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.

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u/me6675 1d 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.

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u/Human-Criticism4130 1d 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 🙂

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u/me6675 1d 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?