A repository to talk about GDQuest at large, guidelines, etc. all in one place. This is where public discussions that don't belong to a specific repository go.
VisibilityNotifier is great for e.g. an infinite runner game: you can use it to queue_free a node that goes out of the view. I'm using that in Flossy Gnu to spawn a new object when one gets destroyed:
Then, show how to use VisibilityEnabler to disable e.g. an AI's behavior and things like collisions or complex nodes that are outside of the screen. I haven't used it much but it makes sense to use it for realtime AI and large levels. You can use it for optimization, to e.g. only instance parts of a world when the player moves close, and optimize large scenes.
VisibilityNotifier is great for e.g. an infinite runner game: you can use it to
queue_free
a node that goes out of the view. I'm using that in Flossy Gnu to spawn a new object when one gets destroyed:Then, show how to use VisibilityEnabler to disable e.g. an AI's behavior and things like collisions or complex nodes that are outside of the screen. I haven't used it much but it makes sense to use it for realtime AI and large levels. You can use it for optimization, to e.g. only instance parts of a world when the player moves close, and optimize large scenes.