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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
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Coherent Creature Design

Mnenad

As I promised in this chapter I will dig deeper into the designing process around the creatures that will be walking on the procedural terrain. My personal solution was to program my own shape generator, based on values from the terrain generator. Designing the game world's creatures. Shape generation tool. Concept art.

Terrain 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

Render 52
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The Lost Ark Has Found its Way

Deconstructor of Fun

Mediocrity means there is no obvious innovation in art and graphic design. Oily skin texture). The map models are rich and varied in terms of items, buildings, and terrain changes, which offsets outdated graphics performance. It fails to account much for Lost Ark’s outsized noise in the market. The grand scene).