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Hey, it's definitely possible in Godot 4, but we did make some changes when porting the game from godot 3 to godot 4.

The main difference is that rather than adding a lot of collision shapes to a single area via the physics server, we are now adding separate area instances with , so the bullets now apply their transform to their registered area id rather than a shape.

Kind of like this:

The area creation logic

The area movement logic, called by _process

As of it being necessary, can't say for sure as Godot4 introduced a ton of performance improvements (this implementation will probably still run way faster, but it may or may not be necessary depending on your particular use case).

I'd say give it a try, specially if you wanna learn a bit more on how the physics server works, and the extra performance will definitely not hurt!

Thanks for the reply, I appreciate it!