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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. Let’s assume we do it for each vertex on a mesh with let’s say 10’000 vertices.   Asset placement - depending on mesh height vertices.

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Physics progress report #1

Mircosoft Game Dev

Cylinder collision shape. One of the requirements was adding support for cylinder shapes in Godot's custom collision detection system. Technical details: Godot Physics is almost entirely based on the SAT algorithm for collision detection, but cylinders can't entirely rely on that. Heightmap collision shape.

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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 After meeting the initial goal, we hired karroffel to continue her work on GDNative (more about this below) and work on a new rendering backend. New physically based 3D renderer.

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