Devlog 13.2:
-Made some changes in the GitHub repository.
-Remade the README.md file because it got deleted by accident. 
Extra:
I also made a quick assembly instruction just because. I’ll add more later maybe. 
Devlog 13.2:
-Made some changes in the GitHub repository.
-Remade the README.md file because it got deleted by accident. 
Extra:
I also made a quick assembly instruction just because. I’ll add more later maybe. 
REQUIEM WAVE | DEVLOG #3
(Added 3 new enemies)
Whitesnake
The Hand
The Dreadful Dead
Made a new type of enemy every 30 sec (more on that tomorrow)
Made Elite enemies spawn every now and then
Added a player health and enemy damage system
Im very proud of my Whitesnake enemy(1st pic). I will continue to work on the game as much as possible but the bad thing is that my school starts tomorrow so I will be posting a little later than usual. Thanks for the incredible support! See you guys Soon!!
REQUIEM WAVE | DEVLOG #3
(Added 3 new enemies)
Whitesnake
The Hand
The Dreadful Dead
Made a new type of enemy every 30 sec (more on that tomorrow)
Made Elite enemies spawn every now and then
Added a player health and enemy damage system
Im very proud of my Whitesnake enemy(1st pic). I will continue to work on the game as much as possible but the bad thing is that my school starts tomorrow so I will be posting a little later than usual. Thanks for the incredible support! See you guys Soon!!
#Devlog 3
I have just finished a full remodel of all the UI for the home and lock screen with full custom logos and wallpapers (I used comfy UI for it). I have just published it on github so you can see all the code and files their now. I am currently working on making a AI for it called Kraken it has 4 models each built for certain things. 1st model a coding model, 2nd model and writing model for documents, 3rd model a image/video model and 4th a pentesting check for any errors in my codes that would lead to attacks.
Devlog 11:
-Added some space for the head of the screw to sit in (so it doesn’t stick out).
-Drew some doodles on the PCB. 
Extra:
The filament I have is apparently not “see-through” enough, so I have to purchase a new roll. If you have any recommendations on good transparent filament id appreciate it. I didn’t notice until now that Transparent and Translucent are not the same.
Oh btw, what should I draw in the red circle on the 2nd image. Preferably something that has to do something with electricity since it’s right in front of the type-C port. Maybe a pokemon or smt.
REQUIEM WAVE | DEVLOG #2
Im fairly new to making pixelart and this is just placeholder heads for the enemies. I will make better textures in a later devlog. See you tomorrow : )
Went from 60-80 fps @ 4K to 400-450 (in game). Yes a 6 to 7x increase.
How you ask?
GPU Mesh Instance drawing offloading the CPU work of handling thousands of game objects.
In English, I’m no longer spawning thousands of tree objects, but instead telling the GPU to draw the tree instances every frame. This seems quite unintuitive because you’re now drawing thousands of things every second. BUT this means that there are no game objects, so the CPU doesn’t even know that these exist. Also the GPU draws it thousands of times anyways.
A game object handles transforms, rotations, etc. that the CPU has to keep track of whether it is active or not. This had the added benefit of the trees having no overhead when the trees are disabled, so you regain all of your framerate!
Also I used some neat little script that combined the meshes all together in the GameObject prefab.
Now it really should be able to run on your potato PC/Laptop.
Combine script
using UnityEngine;
public class MeshCombineUtility : MonoBehaviour
{
[ContextMenu("Combine Children Meshes")]
public void Combine()
{
MeshFilter[] meshFilters = GetComponentsInChildren<MeshFilter>();
CombineInstance[] combine = new CombineInstance[meshFilters.Length];
Matrix4x4 matrix = transform.worldToLocalMatrix;
for (int i = 0; i < meshFilters.Length; i++)
{
if (meshFilters[i].gameObject == gameObject) continue;
combine[i].mesh = meshFilters[i].sharedMesh;
combine[i].transform = matrix * meshFilters[i].transform.localToWorldMatrix;
}
Mesh combinedMesh = new Mesh();
combinedMesh.CombineMeshes(combine, true, true);
#if UNITY_EDITOR
string directory = $"Assets/Assets/Mesh/Tree/{gameObject.name}.asset";
UnityEditor.AssetDatabase.CreateAsset(combinedMesh, directory);
UnityEditor.AssetDatabase.SaveAssets();
Debug.Log($"Combined mesh saved to {directory}");
#endif
}
}
Draw section of GPU Mesh Instancing
private void DrawTreeMeshes()
{
if (treeMesh == null || treeMaterial == null) return;
foreach (var kvp in generatedChunks)
{
ChunkData chunk = kvp.Value;
if (chunk.spawnedTrees == null || chunk.spawnedTrees.Count == 0) continue;
int batchSize = 1023;
int totalTrees = chunk.spawnedTrees.Count;
for(int i = 0; i < totalTrees; i+=batchSize)
{
int length = Mathf.Min(batchSize, totalTrees - i);
Matrix4x4[] subMatrices = new Matrix4x4[length];
for (int j = 0; j < length; j++)
{
subMatrices[j] = chunk.spawnedTrees[i + j].matrix;
}
int meshIndex = Mathf.Abs(chunk.chunkCord.GetHashCode() + i) % treeMesh.Length;
Graphics.DrawMeshInstanced(treeMesh[meshIndex], 0, treeMaterial, subMatrices, length);
}
}
}
REQUIEM WAVE | DEVLOG #2
Im fairly new to making pixelart and this is just placeholder heads for the enemies. I will make better textures in a later devlog. See you tomorrow : )
right now i first addeed the sprint and jump to the capsule and then i finally added the chharacter and his animations and made those animations work, jump run and idle
I added the icons to the search engine selection as well as the ability to add your own search engine as well. I also added quick links and the ability to edit, delete, and move them around. At the bottom, there is now also a title and description for the backgrond image which you can select which day as well. I added more widgets such as space news, recent searches, and ISS tracker where you can customize the location of these widgets
Devlog 10:
-Added ridges on the knob for better grip.
-Made the walls on the case thinner (from 1.2mm to 1.0mm)
-Added screws in the model (not visible in the image). What an achievement I know.
Extra:
I have now printed 2 test pieces (at this point in time) for the case to be able to improve the overall “see-through-ness” (is that even a real word) of the finished case. They are not sanded or anything so I believe that I can improve the “see-through-ness” (said it again) alot.
Image:
Edit:
The case and knob will be made with resin.
REQUIEM WAVE | DEVLOG #1
Im currently working on the player model and one of the enemy models so that the player can differentiate the characters on screen. STILL LEARNING GDScript and following a tutorial on yt on how the base mechaniccs can be made in godot for my “Survival like”.
I’ll try to keep posting daily devlogs for you so i can get as much feedback and help as possible. Thank you :)
REQUIEM WAVE | DEVLOG #1
Im currently working on the player model and one of the enemy models so that the player can differentiate the characters on screen. STILL LEARNING GDScript and following a tutorial on yt on how the base mechaniccs can be made in godot for my “Survival like”.
I’ll try to keep posting daily devlogs for you so i can get as much feedback and help as possible. Thank you :)
REQUIEM WAVE | DEVLOG #0
this is the first Devlog of my “survivor like” game, which is JJBA inspired and created inside GODOT : )
This is the first devlog of many to come. This is my first time using and scripting in GODOT so im still learning on how the program works. It says the script are using GDScript so ill try to look at a few lessons online to better understand it. PLS comment to give me some advice and help for the future :o
You can also repost and like if you want
REQUIEM WAVE | DEVLOG #0
this is the first Devlog of my “survivor like” game, which is JJBA inspired and created inside GODOT : )
This is the first devlog of many to come. This is my first time using and scripting in GODOT so im still learning on how the program works. It says the script are using GDScript so ill try to look at a few lessons online to better understand it. PLS comment to give me some advice and help for the future :o
You can also repost and like if you want
Devlog 8:
-Continued with the case.
Extra:
I did a quick render of how it will look when it’s finished. Since I couldn’t get the color or texture right (comparing to a failed 3d-printed piece I have), it will be a slightly different color and have layer lines where I can not sand them down.