Remove Alpha Remove Polygon Remove Terrain Remove Texture
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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

makes up for it by providing an extremely powerful default material (which supports detail textures, triplanar mapping and other nice features) and an extremely easy-to-use shader language. It parses your code and automatically understands what you are trying to do (such as writing to alpha for transparency, reading from screen, etc.)

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