Attention | Topic was automatically imported from the old Question2Answer platform. | |
Asked By | TobiLa |
Hi, I am currently developing a 2.5D game for mobile phones.
With that I mean that I have a fixed camera angle and 2D sprites, but depth in terms that some of my 2D sprites seem farer away than others.
Until now I developed this game with 2d nodes and scaling down sprites that should look farer away. The game works perfectly without hassle on my old galaxy s2.
Now I want to make my scenes 3d scenes with Sprites3Ds, to get rid of my custom scaling and having appropriate shadows with dynamic light sources.
So I grapped a few of my sprites as Sprite3D nodes, created a basic 3D scene with two Meshinstances for one object and a big PlaneMesh for the floor, added a directional light, a basic sky with just one custom color and a camera and tested this on the only smartphone with opengl 3 phone I have here, an Oukitel K6000 Pro.
Even though not much in my scene happens, I just added one animation where one of my sprites moves from left to right, the performance is pretty bad. I played with the quality settings and reduced everything to a minimum, but it still having problems displaying even this simple scene.
My game is generally pretty simple, so I want it to work fluently on most mobile phones out there. I know that for older phones I have to wait for godot 3.1, but is this generally achievable? Or should I stay with 2D when I don’t expect my customers to have high end phones?