Remove Code Remove Mesh Remove Shaders Remove Terrain
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Optimize Vegetation Generation

Mnenad

Since the last post I’ve been working on the terrain’s vegetation. 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. Static batching : combines static (not moving) GameObjects into big Meshes, and renders them in a faster way.  

Mesh 52
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Dev snapshot: Godot 4.0 beta 4

Mircosoft Game Dev

2D: Make TileMap terrain painting not change neighbors centers bits ( GH-67390 ). Multiplayer: Move packet relay and peer signaling code to SceneMultiplayer ( GH-67094 ). Physics: Optimized support function for large meshes ( GH-64382 ). beta 3 (209 commits – excluding merge commits ― from 78 contributors).

Beta 52
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Object Placement on Terrain (Mesh)

Mnenad

This chapter is all about how I solved it (so far) to be able to place all kinds of assets like 3D-meshes or self-growing fractal seeds on the terrain. The code calculates Instantiations (spawning assets with the given parameters), which is quite heavy for the system to calculate. Before we start. Multithreading.

Terrain 52
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Dev snapshot: Godot 4.0 beta 4

Mircosoft Game Dev

2D: Make TileMap terrain painting not change neighbors centers bits ( GH-67390 ). Multiplayer: Move packet relay and peer signaling code to SceneMultiplayer ( GH-67094 ). Physics: Optimized support function for large meshes ( GH-64382 ). beta 3 (209 commits – excluding merge commits ― from 78 contributors).

Beta 40
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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 Materials and shaders. Materials and shaders. writing shaders is very easy! Full principled BSDF. Global illumination (GI). Mid- and post-processing. GPU particles.

Render 52
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GSoC 2018 progress report #1

Mircosoft Game Dev

For the first time this year, Godot participates in the Google Summer of Code ( GSoC ). sdfgeoff is so responsible, he carefully reviews all my commits down to every line of code. Textures, normal maps and some of the BSDF shaders are already well supported. Here is a link to my branch and the code I’ve written so far: [link].