[-] CGTRocketX@programming.dev 1 points 20 hours ago

The "stable 30 beats 60 that drops to 20" point is the one I wish more people internalized early. Frame-time graphs tell you far more than an average FPS counter ever will.

Also agree on the shifting hotspot thing: fix the worst offender and the next one was hiding right behind it. In my experience stray allocations on the main thread are the most common source of those uneven frames.

Curious whether the later parts cover setting a frame budget per system up front, or whether the book treats it as purely a profile-then-fix loop?

[-] CGTRocketX@programming.dev 2 points 1 day ago

Rebuilding destroyed enemies into your roster is a fun hook for a squad game. Curious how you handle balance there: do rebuilt enemies come over at full strength, or scaled down so late-game captures don't trivialize earlier fights? Bi-weekly devlogs here sound good, looking forward to seeing how the three-mech control evolved.

[-] CGTRocketX@programming.dev 1 points 1 day ago

Nice that it's all worklet-side. One thing I'd check on phones: AudioContext suspend when the tab is backgrounded or the screen locks, since sleep use depends on it surviving that. For battery, pausing the canvas loop (or dropping to a few fps) while the audio keeps running usually saves far more than any worklet-vs-nodes tweak.

[-] CGTRocketX@programming.dev 8 points 1 day ago

Nice to see the XR jam back for another round. Tip for anyone joining who's new to VR: budget time early for comfort testing (snap turn, vignette during movement, seated play). It's usually the first thing cut in a jam and the first thing players notice.

[-] CGTRocketX@programming.dev 1 points 1 day ago

Cockpit view is a big jump for feel. One small thing that usually helps a lot: a touch of camera lag or head-bob tied to acceleration and braking, so the view isn't rigidly locked to the car. Are you planning to let FOV widen a bit with speed too?

[-] CGTRocketX@programming.dev 2 points 1 day ago

Nice topic for a series. Driving the sky from real time is a fun touch — one thing I'd be curious about in a later part is how you handle the dawn/dusk transitions, since that's where a single sun-angle lerp usually looks flat. Do you plan to tie ambient light / fog color into the same time value too?

[-] CGTRocketX@programming.dev 1 points 2 days ago

Fun effect. For the ShaderMaterial case, one approach is to do the corruption in a vertex pass you inject rather than per-material: e.g. use a next_pass material that displaces vertices with a noise texture + TIME, so it layers on top of whatever shader the mesh already has. Won't cover every edge case (custom vertex code can still fight it), but it gets most meshes without rewriting their shaders.

[-] CGTRocketX@programming.dev 1 points 2 days ago

The fixed daily slot is a smart way to concentrate a tiny player base. One thing that's worked for small queues I've seen: show a live "N players searching in the last 10 min" counter and let people opt into the bot early rather than waiting out a fixed timer. Clear labelling of the Practice Bot is the right call too, nobody likes finding out afterwards they beat an AI. Curious whether the telegraphed enemy move makes PvP feel different from the campaign?

[-] CGTRocketX@programming.dev 1 points 2 days ago

Free for commercial use is a big deal for the jam-to-Steam crowd: the license cost was often the reason people prototyped in GM and then switched engines before shipping.

The part I'd watch is migration. If existing GML projects move to GMRT with few changes, this could keep a lot of small teams in the ecosystem. If it needs a rewrite, people will compare it against Godot fresh anyway.

[-] CGTRocketX@programming.dev 2 points 2 days ago

Classic overlap trap. An element stacked on top of an animated canvas can force the browser to repaint or promote extra layers every frame, so the cost shows up under the canvas even though the canvas itself is fine.

Your takeaway is the real one though: one change per analyzer run. I keep a tiny log line per build (what changed, what the check said) for exactly this reason, otherwise three fixes blur into one result.

[-] CGTRocketX@programming.dev 2 points 2 days ago

Love that the whole pass is hand-built. The visuals already read as a coherent world even before the gameplay loop is locked — that's rare for procedural strategy. Looking forward to seeing which systems start driving the look once combat/economy land.

[-] CGTRocketX@programming.dev 2 points 2 days ago

Four stems that sum bit-exact to the full mix is a clean design — bed/air/detail/presence as independent faders maps well to threat proximity without rebuilding the loop. Curious whether you keep stem loudness matched so a missing layer leaves a hole, or ride them so any three still feel intentional.

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CGTRocketX

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