Godot 4.0 launched!

Everything about development and the OpenMW source code.
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AnyOldName3
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Joined: 26 Nov 2015, 03:25

Re: Godot 4.0 launched!

Post by AnyOldName3 »

It's really a problem with computers rather than the engines - if you don't do a bunch of the transformations to the assets when you load them, the game will run slowly or be totally missing certain effects. Many of the transformations are too slow to do on load and really need doing when the game's being created. There are some tradeoffs that can be made to make things cope with dynamic data better, but if a game engine isn't thinking of modding as one of its highest priorities, they're generally not worthwhile.
shihan42
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Joined: 20 Feb 2023, 15:39
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Re: Godot 4.0 launched!

Post by shihan42 »

Yeah, that's part of what I meant.

Things like texture optimization to some DDS variant that suits the graphics memory just fine, or optimizing 3d meshes to reduce draw calls. The latter was/is a problem with Morrowind's assets, isn't it?

And each engine does it's own shenanigans on top of that. Just oftentimes not worth it, as you said.
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