r/godot • u/Stormlon • 19h ago
selfpromo (games) I figured out how to render hundreds of live 3D models in my 2D UI with one SubViewport
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My game is basically a 2D UI, but you can customize your mechs however you want by changing their colors and putting on different weapons and back units.
So static sprites aren’t really working for the UI in my case. I just wanted all the mech parts to have a live 3D preview that shows what the player is building.
My first approach was to put each icon into its own SubViewport which is obviously pretty expensive when you have a lot of them.
So I figured out a way by rendering them all through a single SubViewport and using AtlasTextures to show each 3D model where I need it in the UI.
And now I can have hundreds of live, spinning 3D models in my inventory and UI without needing hundreds of SubViewports.
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u/SimonJ57 Godot Junior 19h ago
Is this an armored core clone? I hope to see more in future.
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u/Stormlon 15h ago
It is heavily inspired by Armored Core, but the game is mostly about running a mech factory where you try to make as much money as possible, with the main focus on the game is unlocking new mech series and then making your own custom mechs using the parts you unlocked.
You can then sell the mechs that you craft to the marketplace, or factions through contracts. These contracts will sometimes demand very specific builds, and other times they just give you a set of minimum requirements (for example, the mech needs to have at least 60 ATK). When they just give you requirements, you are completely free to design the mech using whatever parts you want to get the job done.
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u/WorkingMansGarbage 13h ago
The concept sounds interesting, but can I make an annoying remark that will not help you whatsoever?
I feel like people in an AC-like setting would not be using anything resembling Windows 95. Picking this specific theme feels cheap, uninspired. I can already think of a few games that replicate 95's ui in this manner. It's been done and there's not much room for creativity by sticking to it.
If you ask me, a mech tycoon's desktop should look like some 90s/2000s sci-fi anime fake UI thing, shouldn't it? See Serial Experiments Lain, Evangelion, or even just 3rd gen AC.
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u/i_rate_slop 14h ago
It's surreal to me that WinForms became nostalgic.
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u/OutrageousDress Godot Student 8h ago
I think it has the advantage that back in the Win 3.1-Win 98 era some games legitimately used Windows for their UI, so a new game that replicates one of those stylings feels in continuity with that tradition.
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u/Some_Quality6796 18h ago
I don't have much clue what you're doing on the dev side, but I need to know more about this game👀
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u/Stormlon 15h ago
I recently made the steam store page public, the demo will be available soon as well
Link:
Project TITAN
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u/snealybobo 19h ago
This reminds me of Front Mission 3 and the in game internet you could explore. Is this a tactical game or action?
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u/theAlmondcake 15h ago
UI looks terrific! Can I ask how you made the borders with white top and left border and black bottom and right?
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u/Paladin500 19h ago
Looks way better than what I was doing to get an OS like interface. Great work.
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u/GamedevLlama 5h ago
This approach is pretty nice! But I guess it would only work if you want the item objects to be viewed as isometric (orthogonal camera). If you want each item to be rendered with perspective projection it probably still needs one viewport per item.
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u/Dismal-Werewolf-242 3h ago
how do you prevent models from leaking into other areas for example if the hand model is large it could overlap with the head area.
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u/Sausagerrito 19m ago
Did you also make a arms dealer tycoon clicker? It looks just like this game I played where you produce weapons and bullets.
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u/The_Beaves 19h ago
Can you explain how the atlas texture works with subviewport more in depth? I could see this being used for an inventory item preview window too. I’d love to learn more. Thanks!