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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 ). Editor: Make texture preview filter setting content aware ( GH-67426 ). Multiplayer: Move packet relay and peer signaling code to SceneMultiplayer ( GH-67094 ). Physics: Optimized support function for large meshes ( GH-64382 ).

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 ). Editor: Make texture preview filter setting content aware ( GH-67426 ). Multiplayer: Move packet relay and peer signaling code to SceneMultiplayer ( GH-67094 ). Physics: Optimized support function for large meshes ( GH-64382 ).

Beta 40
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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
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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].