godot-reprojection-demo
[WIP] Proof of concept for framerate upscaling via reprojection in Godot (by Calinou)
godot-tactical-rpg
A tactical role-playing game demo for the Godot Engine (by ramaureirac)
godot-reprojection-demo | godot-tactical-rpg | |
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1 | 3 | |
14 | 500 | |
- | - | |
10.0 | 3.2 | |
over 1 year ago | 3 months ago | |
GDScript | GDScript | |
MIT License | MIT License |
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Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
godot-reprojection-demo
Posts with mentions or reviews of godot-reprojection-demo.
We have used some of these posts to build our list of alternatives
and similar projects.
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Asynchronous Reprojection
Making a proof of concept similar to that Unity demo is possible, but a proper implementation is very difficult to implement in any game engine.
godot-tactical-rpg
Posts with mentions or reviews of godot-tactical-rpg.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-05-21.
- Struggling a bit with my 3D Tactics RPG Idea in Godot 4...
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What would be the logic for multiple control schemes when in battle (mouse) vs overworld (WASD) for a top down turn based battle system but with an action overworld
I based the current logic on godot-tactical-rpg and am modifying heartbeast's tutorial on turn managers. From what I understand, act would be taking the argument for delta from something like _fixed_process(delta) or _process(delta), however in my case, I don't see how that would apply considering that battle basically acts as the turn and phase manager, and I'd rather not have _process() inside of battle.gd running when it's the enemy's turn as I don't see why we'd need to check those actions running every frame.
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Connected functions not running
The setup is slightly different. The node the script is attached to is not the parent of ui_control, but a sibling node. I'm building my project with this engine: https://github.com/ramaureirac/godot-tactical-rpg. So the setup for a scene looks like this: https://i.imgur.com/pEl3eBu.png. The script from the OP is attached to the "Player" node, while ui_control refers to the "PlayerController" node. So the path to ui_control is given to "Player" by the "Level" node. This is also why I use the get_combat_act() function to locate the button nodes.