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Accelerate your Game Design, Development and Build with Unity Asset Store

Jaunty Bear Games

Terrain Tools. The Terrain Tools package adds additonal terrain sculpting brushes and tools to your project to help create stunning terrain assets and ease the workflows. . It’s the perfect replacement for Unity’s UI Text and the legacy Text Mesh. . TextMeshPro.

Asset 52
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Optimize Vegetation Generation

Mnenad

Since the last post I’ve been working on the terrain’s vegetation. 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. Static batching : combines static (not moving) GameObjects into big Meshes, and renders them in a faster way.  

Mesh 52
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Object Placement on Terrain (Mesh)

Mnenad

This chapter is all about how I solved it (so far) to be able to place all kinds of assets like 3D-meshes or self-growing fractal seeds on the terrain. Let’s assume we do it for each vertex on a mesh with let’s say 10’000 vertices.   Asset placement - depending on mesh height vertices.

Terrain 52
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Alaskan Road Truckers Won’t Launch: How to Fix It Quick

Game Errors

The adrenaline of managing a colossal truck while facing unpredictable Alaskan terrains is simply exhilarating. Operating System Compatibility Issues: Not all games mesh well with every OS. It’s no secret that I’m a massive fan of Alaskan Road Truckers. So, if you’re in the same boat, stick with me.

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Dev snapshot: Godot 4.0 beta 4

Mircosoft Game Dev

2D: Make TileMap terrain painting not change neighbors centers bits ( GH-67390 ). Physics: Optimized support function for large meshes ( GH-64382 ). See the changelog on GitHub , or the list of merged PRs , for an overview of all changes since 4.0 beta 3 (209 commits – excluding merge commits ― from 78 contributors).

Beta 52
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Dev snapshot: Godot 4.0 beta 4

Mircosoft Game Dev

2D: Make TileMap terrain painting not change neighbors centers bits ( GH-67390 ). Physics: Optimized support function for large meshes ( GH-64382 ). See the changelog on GitHub , or the list of merged PRs , for an overview of all changes since 4.0 beta 3 (209 commits – excluding merge commits ― from 78 contributors).

Beta 40
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Physics progress report #1

Mircosoft Game Dev

Technical details: Heightmaps are very similar to triangle meshes in term of collision detection. The difference is that heightmaps use an alternative first step to find which triangles to collide with, and then can use the same algorithm that triangle meshes use to generate contacts. release along with 4.0. Soft body physics.