Devlog #2 The Wonders of Reddit


So, to solve our problems that we didn't even understand of crashing open-gl and android with our game, we went to reddit, i posted my scene tree on the /godot subreddit and we got a ton of responses from the community, everything from "change the import settings to lossy at 0.7"(which helped but didn't solve the issue) to "maybe you are instancing the scenes wrong, you should set an owner to them"(which made no difference at all), so, how did we fix it? any sort of black magic needed?

Nah, it was really simple, as I said in the first devlog, the only problem was the 4k textures, you see, i learnt reading our responses on reddit, that Open-GL is not able to work with compressed textures and needs to decompress them all to run the game, i also learnt that browsers don't work too well with heavier than 2gb files... Our game when uncompressed had 2.7gb, its only when compressed that our size goes down to 150mb, so every time we were trying to play it in the browser, Open-GL was decompressing our textures to the RAM Memory of the computer, over 2gb of textures, making it crash, android was a similar problem, android also had to decompress our textures, but on android it crashed because my phone has only 4gb of ram, so we were actually flooding it until it had no space left and crashed.

The solution was simple, resize and compress our textures to make them more friendly with web and android, and that is what we did, we came to the conclusion that we don't need more than 720p on web/android, so that is the resolution we used, the problem that comes with it is adapting every animation since we had to change every position keyframe manually, this took an entire afternoon, but it could have taken longer if it wasn't for the fact that the size was exactly 3 times smaller, so we could just divide the position of each keyframe by 3.

In the end, everything is solved, web version is online, 4k windows .exe is working, an update with some bug fixes is already deployed and the android version is coming as soon as play store approves the file, we took a lesson from this, either we make 2(possibly 3)different versions with different resolutions if we are going to do 4k games, or we just don't do 4k games to begin with, and i think we will stick with the second option for now haha.

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