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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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Maintenance release: Godot 3.2.2

Mircosoft Game Dev

The Dodge The Creeps C# demo running on the iOS Simulator. Core: Fixed false positives in the culling system ( GH-37863 ). Import: Respect 'mesh compression' editor import option in Assimp and glTF importers ( GH-39134 ). 2D batching for the GLES2 renderer. While most rendering work was postponed for the 4.0

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Godot 3.4 is released with major features and UX polish

Mircosoft Game Dev

Rendering: Portal occlusion culling. Portal occlusion culling. Up till now a significant missing feature in the renderer has been the ability to cull (prevent rendering) objects that are within the camera view, but occluded by another object (for instance a wall). Core: Promote object validity checks to release builds.

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Godot 3.0 is out and ready for the big leagues

Mircosoft Game Dev

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. It is possible to either import a scene as a single file, or to split it into multiple instantiated subscenes, keep materials, meshes and animations external, etc.

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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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