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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. That’s it. When

Mesh 52
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CGS Dept. Head of VFX enters KitBash3D's Mission to Minerva Challenge

CG Spectrum

Create new groups to separate geometry or use the groups provided by KitBash3D, which are especially handy for splitting up assets for destruction or animation. Selecting a base terrain. In the Mission to Minerva Kit, there are three different terrain materials supplied. What could be happening in this scene?

Terrain 82
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Coherent Creature Design

Mnenad

As I promised in this chapter I will dig deeper into the designing process around the creatures that will be walking on the procedural terrain. Prejudice discussion opened :P  When we think spontaneously of a certain animal, a bird for example, we barely have a certain colour in mind. Designing the game world's creatures.

Terrain 52
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Dev snapshot: Godot 4.0 beta 13

Mircosoft Game Dev

Unfortunately, we also have to rollback one of the core animations features. This decision allows us to better focus efforts of the Animation team on stabilizing other features. Some of the most notables feature changes in this update are: Animation: Reset animation on playback stop ( GH-33733 ).

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The Lost Ark Has Found its Way

Deconstructor of Fun

The map models are rich and varied in terms of items, buildings, and terrain changes, which offsets outdated graphics performance. Animation: Two perspectives, the separation of cloud and mud Lost Ark has a sincere visual performance, among which are various cutscenes from a top-down perspective. The grand scene).

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Godot 3.0 is out and ready for the big leagues

Mircosoft Game Dev

It is possible to either import a scene as a single file, or to split it into multiple instantiated subscenes, keep materials, meshes and animations external, etc. This new implementation is based on Tiled Editor 's Terrains and is fully compatible with previous TileSets. The 3D asset workflow has also seen great improvements.

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