Remove Culling Remove Graphics Remove Terrain Remove Texture
article thumbnail

Optimize Vegetation Generation

Mnenad

Since the last post I’ve been working on the terrain’s vegetation. This is mostly caused by the state changes done between the draw calls (such as switching to a different Material), which causes resource-intensive validation and translation steps in the graphics driver.   It was easy to set up and on low cost.

Mesh 52
article thumbnail

Godot 3.0 is out and ready for the big leagues

Mircosoft Game Dev

makes up for it by providing an extremely powerful default material (which supports detail textures, triplanar mapping and other nice features) and an extremely easy-to-use shader language. Godot will pick the right compression for textures when importing for mobile, and supply them over the network. Still, Godot 3.0

Render 52