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Optimize Vegetation Generation

Mnenad

Since the last post I’ve been working on the terrain’s vegetation. Doing it before starting the actual game would mean to already generate all the content that needs to be batched at the beginning, which is no solution for a theoretically “endless procedurally generated” terrain.

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Godot 3.0 is out and ready for the big leagues

Mircosoft Game Dev

It parses your code and automatically understands what you are trying to do (such as writing to alpha for transparency, reading from screen, etc.) This new implementation is based on Tiled Editor 's Terrains and is fully compatible with previous TileSets. In Godot 3.0, writing shaders is very easy!

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