u/ChillCash

▲ 50 r/godot

A big part of my project Flux Empyrean has always been the dynamic sky, but it wasn't until recently I realized how big of a performance impact it had.

The game ran fine, always above 70fps but it was never very consistent. The sky at the time was just a bunch of individual meshes that formed the stars.

Out of curiosity I looked into MultiMeshInstances. I had used them before in previous games, but I didn't realize that you can individually set mesh positions and shader parameters. Using that knowledge, I was able to pack the sky into a single MultiMeshInstance3D and it ran better than ever before, with 100x more stars than before!

Hopefully this helps someone! I wish I knew that you actually had a lot of control in how things get placed with them, I went so long assuming they were purely for random foliage style effects.

u/ChillCash — 10 days ago

Flux Empyrean started as an Outer Wilds inspired project, but over time it has evolved to have a unique identity. To be honest, I struggle to describe exactly what genre it is. My best description is a walking simulator theorycrafting game with a healthy dose of puzzles. In some ways it can feel more akin to exploring an ARG than a standard game.

If you're a fan of slower paced games that try to give you a world full of mysteries to explore, I think you might like Flux Empyrean. The demo just released today, but I'm still making changes and tweaks before release in two months. I'd be extremely happy to hear feedback and thoughts from anyone who checks it out!

You can find the demo for Flux Empyrean on Steam here!

u/ChillCash — 13 days ago