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Game Dev Secrets: Projectiles aren't real? #indiegamedev #gamedev
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811,331 Views • Jul 13, 2024 • Click to toggle off description
Follow Isadora's Edge on Kickstarter: www.kickstarter.com/projects/inboundshovel/isadora…
Wishlist Isadora's Edge on Steam: store.steampowered.com/app/3125320/Isadoras_Edge/

(you wanna be pretty safe with having enough projectiles in the pool, and all the "moving back to the original character" is just for show - those pooled nodes can be hidden anywhere, it's all good. also, make sure you turn off all hitboxes and effects and stuff on the pooled projectiles, heh. also, the example has one enemy holding her own object pool, but those can be globalized, so every copy of this enemy takes from the same pool. that can be a huge advantage in certain situations, especially if and projectiles are shared between enemies!)

The game that I'm developing as an indie game dev is called Isadora's Edge! A 2D Pixel Art platformer game, that I'm developing in the Godot Game Engine! If you're new to Godot or have any questions about Godot or game dev in general, feel free to ask me! #indiegame #gamedesign #godot #godotengine #gaming #gamedevelopment #pixelart #gameengine
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Views : 811,331
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Uploaded At Jul 13, 2024 ^^


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RYD date created : 2025-02-16T20:27:49.669332Z
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543 Comments

Top Comments of this video!! :3

@InboundShovel

6 months ago

Wishlist Isadora's Edge on Steam!
store.steampowered.com/app/3125320/Isadoras_Edge/
And you can follow the Kickstarter here: www.kickstarter.com/projects/inboundshovel/isadora…

Thank you!

203 |

@vsolyomi

7 months ago

NOTE: not to forget to disable collision detection when things are invisible...

8.3K |

@rush_boi

7 months ago

PLEASE don't stop making these, these are literal gem tips

5.8K |

@milokiss8276

6 months ago

Speed runners: “So this is how we superjump by parrying off of the invisible spores once every frame,”

1K |

@srenpeterkaagaardthuesen4206

7 months ago

This actually generalizes pretty well. Mutating memory is almost always faster than creating memory

149 |

@roboj05

7 months ago

A lot of these tips on this channel may seem small, but a lot of them are definitely vital for a smooth, polished game.

My game would be absolutely unplayable if I didn't use object pooling, or I didn't learn about the concept in the first place.

Keep making these shorts, man. I'm recommending your channel to all of my programmer friends.

255 |

@329link

7 months ago

Preloading in general tends to be very helpful. That's why lots of big titles have random models and other assets hidden in a corner outside of map boundaries.

Good tip.

702 |

@skeletonhorse_person

7 months ago

so it’s like a boomerang and not an arrow

1.9K |

@NealjanYT

6 months ago

Love the way you visualised the hidden projectiles

44 |

@entothechesnautknight1762

6 months ago

Poor girl thinks she's creating spores... When she's merely dancing endlessly and pointlessly for your amusements.

22 |

@aneci__2162

7 months ago

unrelated to the tip but i love the enemy design a lot ! great way to camouflage her in the environment :)

467 |

@minefish

7 months ago

Look a mushroom! Maby it's friendly!

242 |

@stormlord1984

7 months ago

Your channel is an indie developer's paradise!

58 |

@Metrocysh

6 months ago

I ADORE the spritework! Game looks so sweet

8 |

@arceuslegend4605

6 months ago

Reminds me of that fun fact about how when you kill a character in an RPG, instead of despawning the model, it's teleported off the map in order to keep it in case the character needs to be used again, because spawning it is actually extremely performance costly.

8 |

@Dani1234543211

7 months ago

This is one of the best if not the best game dev channels out there

9 |

@connorm7915

6 months ago

Made an endless runner (sidescrolling platformer) for a university project a while back. Whenever you got particularly far into the level everything would get laggier and laggier until you died.

I eventually figured out that deleted platforms were still taking up space in memory, and the game had to create and delete platforms faster and faster as the game sped up. Hence the lag.

Switched to using object pooling for pretty much every element in the game. No more lag. Got an A

11 |

@BlackEyedGhost0

6 months ago

I like how you animated the objects returning to the monster when usually you'd just reset their position.

8 |

@lilkangarooo

7 months ago

that potion throwing animation at the beginning is CLEAN --- oh also youre videos have a lot of interesting tips, thanks!

11 |

@Suthriel

6 months ago

Wow, this is a really clean and helpful visualisation of object pooling :) This helps me a lot of understanding it better.

1 |

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