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Godot 3.5: Can't stop won't stop

Mircosoft Game Dev

The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. For more advanced use cases, you can use TextMesh to generate 3D meshes from font glyphs, so you can add WordArt to your scenes ;). Anything behind the polygon will be culled from view.

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Godot gets 2D skeletal deform

Mircosoft Game Dev

A very common request, though, was the ability to do custom mesh deformation based on the same bones used to animate separate parts. This was recently added to GitHub head and, while overall 2D editing is a bit unstable right now (due to a massive reorganization of the 2D editor), it will be soon be possible to fully make use of this feature.

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Coherent Creature Design

Mnenad

He writes about how players must be able to determine if a creature is a friend or enemy just by its shape and from long distance.  On the third image, I tried to programed a draw mode option to directly edit the shapes in the generation process. The same is valid for weapons of all kind. The result keeps the same.

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Moving to Vulkan (and ES 2.0) instead of OpenGL ES 3.0

Mircosoft Game Dev

Edit: Changed post title for clarity (previously Abandoning OpenGL ES 3.0 Edit 2: This article is now outdated. Single codebase for everything is like a dream come true for writing an engine. Still, there seems to be a large chunk of them (36% at the time of this writing) that only support OpenGL ES 2.0. Android, iOS.

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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. In other engines, you have to provide many shader variants, mix HLSL with a metalanguage, error reporting is terrible and writing shaders is difficult in general.

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Godot's new renderer, progress report #1

Mircosoft Game Dev

Our goal is to have a modern, clustered renderer that supports everything mainstream engines support, including PBR, global illumination and flexible shader editing. Write a more flexible, GLES 3 GLSL compatible shader language. Write a more efficient Mesh format, which allows faster loading/saving. For Godot 3.0 (our

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