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Optimize Vegetation Generation

Mnenad

Since the last post I’ve been working on the terrain’s vegetation. Static batching : combines static (not moving) GameObjects into big Meshes, and renders them in a faster way.     Some very basic tips: Rather be sure how much polygons you need before-hands and keep it as low as possible.

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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. The upper image is a rapidly made rendering in Cinema4D. Shape generation tool.

Terrain 52
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Godot 3.0 is out and ready for the big leagues

Mircosoft Game Dev

It brings a brand new rendering engine with state-of-the-art PBR workflow for 3D, an improved assets pipeline, GDNative to load native code as plugins, C# 7.0 After meeting the initial goal, we hired karroffel to continue her work on GDNative (more about this below) and work on a new rendering backend. New physically based 3D renderer.

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The Lost Ark Has Found its Way

Deconstructor of Fun

Many innovative visual effects that have become mainstream within the past generation cannot be utilized in Lost Ark, such as physically-based material rendering (PBR), dynamic lighting, etc. Oily skin texture). The static lighting and shadow rendering are excellent. Fortunately, the art design of the game performs well.