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Optimize Vegetation Generation

Mnenad

Mainly I focused on generating grass that bends in the wind and some fern like plants, but what comes next is usable for all kind of meshes. Batching means to combine mesh objects that share the same material or that are marked as static in the Unity inspector. In my case I had terrible FPS with just some thousand mesh instances.

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Godot 3.4 is released with major features and UX polish

Mircosoft Game Dev

Rendering: Portal occlusion culling. Platforms: Android: Scoped storage, Play Asset Delivery, input responsiveness. Assets pipeline: Export 3D scenes as glTF. Portal occlusion culling. As well as performing occlusion culling it also provides a solution for throttling AI and processing based on proximity to the viewer.

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Godot 3.0 is out and ready for the big leagues

Mircosoft Game Dev

It brings a brand new rendering engine with state-of-the-art PBR workflow for 3D, an improved assets pipeline, GDNative to load native code as plugins, C# 7.0 New asset workflow. Even converting regular particles to shaders for further tweaking is possible: New asset workflow. has changed how the assets pipeline work.

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The next big step: Godot 4.0 reaches Beta

Mircosoft Game Dev

The illustration picture for this article is a screenshot of Wojtek Pe 's Forest scene demo made in Godot 4.0 Several new optimization techniques are also at your disposal, such as occlusion culling , automatic mesh LOD , and manual HLOD using visibility ranges , made possible by Joan Fons ( JFonS ), and Juan. beta 1 now!

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