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New improvements for GPUParticles in Godot 4.0

Mircosoft Game Dev

Additionally, a 3D vector field texture can be provided for use with vector fields generated in Maya or other tools. They are dynamic and can be moved around in real-time, colliding with any particle system which matches the cull mask. Sphere and Box attractors are supported. Likewise, Sphere and Box colliders are supported.

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Optimize Vegetation Generation

Mnenad

Since the last post I’ve been working on the terrain’s vegetation. Doing it before starting the actual game would mean to already generate all the content that needs to be batched at the beginning, which is no solution for a theoretically “endless procedurally generated” terrain.

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Dev snapshot: Godot 4.0 beta 3

Mircosoft Game Dev

Editor: Allow right-click to erase TileSet terrains and TileMap autotiles ( GH-65903 , GH-66656 ). Import: Respect texture filtering when importing glTF ( GH-59481 ). Rendering: Vulkan: Fix culling of negatively-scaled objects ( GH-67176 ). Editor: Add ability to rename groups in the GroupsEditor ( GH-62659 ).

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Dev snapshot: Godot 4.0 beta 3

Mircosoft Game Dev

Editor: Allow right-click to erase TileSet terrains and TileMap autotiles ( GH-65903 , GH-66656 ). Import: Respect texture filtering when importing glTF ( GH-59481 ). Rendering: Vulkan: Fix culling of negatively-scaled objects ( GH-67176 ). Editor: Add ability to rename groups in the GroupsEditor ( GH-62659 ).

Beta 52
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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

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