Porting stats
Porting progress: ~95%
Hours with Godot: ~591h
Scripts transferred: 104
3D-assets transferred: 129
Audio files transferred: 266
Godot project size: 6.32GB
What are these Godot Port Updates?
Porting a game to another engine is a big and rather unique thing, so these post are my way of documenting this porting experience and giving some honest updates on how the porting process is going.
These posts are a weekly thing until all the core features have been ported and along with these posts there are also Patreon test builds each week. These test builds are directed to small audience and the main purpose is to get performance data and early feedback on the ported features.
Props and details
The port adventure is coming to an end and this past week the focus was bringing the remaining 3D-assets to Godot and filling up the demo map with enough details.
Porting props and 3D-assets to another game engine are mostly just drag and drop things and don't require that much consideration or testing.
Here's few screenshots of the current props and demo assets.



Performance optimization
With these ported props, the demo scene node/object count increased with ~800-1000 assets, whether they were small debris assets, furniture or projected decals.
With this increased level complexity, I implemented few universal optimization methods like distance based group hiders (rendering), texture channel packing (VRAM / memory) and adjusted numerous Godot engine settings to more performance oriented values.
One of the key optimization targets was also the nature elements since those are often the most expensive to render and there were few optimization methods still available for trees and grass elements. Grass patches were combined to chunk-based grass tiles with distance fading and tree billboard system was tweaked in terms of shaders and lighting.
I'm currently quite pleased with the overall performance and confident that most systems can handle pretty easily (+100fps) the upcoming first public Godot demo.
Last weapons and attachments
Last week I added the last animated weapons to Godot and these were MP5 and RK-95.
Here's few screenshots with these new animated weapons.

There will be bunch of new animated weapons after this initial Godot demo but with this current selection (7 animated weapons, 10 attachments) I think the weapon arsenal is good enough for FPS testing.
The last sprint to 100%
This was the last port update and now I have a certain checklist which involves the remaining features and assets that are needed for this final 5% of the porting process.
I think this last 5% might need a little "overtime working" since I would like to catch myself as much testing time as possible before releasing this demo. In other words, the faster I implement the remaining features, the more testing time I get for narrowing down the potential bugs.
My rough estimate is that the Public Demo 1 v3 (Godot) will be uploaded to Steam in early next week and then I will be making a short video about the demo and then releasing it.
What happens after the port is 100%?
When the first Godot demo is released, I will be gathering feedback and trying to gain some knowledge if there are unknown issues with the engine that I haven't experienced before.
If there are issues, I will be fixing them first and after that it's time to return where I left with Unity, so preparing the Public Demo 2 which is going to be that main gameplay loop demo for this project.
- Antti (Developer)
tapo
2023-12-20 01:07:20 +0000 UTCSavRoyale
2023-12-19 01:18:31 +0000 UTCRoad to Vostok
2023-12-18 22:02:34 +0000 UTCSavRoyale
2023-12-18 21:58:57 +0000 UTCFonzi
2023-12-18 19:19:02 +0000 UTCFeruen
2023-12-18 18:49:28 +0000 UTCJordgoin
2023-12-18 18:45:37 +0000 UTCShamnolya
2023-12-18 17:17:51 +0000 UTC