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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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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 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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Physics progress report #1

Mircosoft Game Dev

Technical details: Heightmaps are very similar to triangle meshes in term of collision detection. The difference is that heightmaps use an alternative first step to find which triangles to collide with, and then can use the same algorithm that triangle meshes use to generate contacts. release along with 4.0. Soft body physics.

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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. My personal solution was to program my own shape generator, based on values from the terrain generator. Designing the game world's creatures. Shape generation tool. Concept art.

Terrain 52
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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 Still, this workflow is easy and efficient as 3D objects get a second set of UVs generated on import, and baking works with instantiated meshes, scenes and even GridMaps.

Render 52