Reklam
Sounds good. I’d be happy to collaborate with more developers and grow LibreKO together.What if we formed a dedicated group of experienced Codex/programmers? People with prior experience in the development field could come together and develop the project collaboratively.
"Yeah, I'll try running it on my computer, then let's discuss it together."Sounds good. I’d be happy to collaborate with more developers and grow LibreKO together.
Thanks, and I get the appeal. The original UIF files themselves won't be part of LibreKO: they are NTT's assets and the .uif container is their format, and the project keeps its own asset formats so anyone can build without a retail client. But the thing you actually want, the classic look, is very doable as a theme, and it's a great contribution if you want to take it on.It would be great if we could use the original UIFS.![]()
Yeah, optimizing on UE5 and Unity is a nightmare, I first started implementing the project on unity, it was running at 17 FPS and the client build was 8GB, now with godot it works at 120 FPS on my PC and the client build is 1.5 GB, and there is still a lot of optimization work that can be done. And finally, I decided for godot because it is free and open source engine.Hey,
First of all, congrats on the project. It already looks really coolI actually had a few things I was curious about, so I'd be really happy if you could answer them.
With this kind of MMORPG project, I've seen people try using UE5 because it's relatively easy to develop with thanks to the Blueprint system, but it can also lead to quite a lot of optimization issues later on.
Do you think using Godot could cause similar optimization problems as the project gets bigger and more complex?
"My friend, if you keep sticking to the original UI, you won't be able to publish on the App Store or Google Play Store because it will violate licensing."orijinal uifleri kullanabilsek mükemmel olurdu![]()