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"Cubic Bezier Curve"-based geometry deformation using GPU. #gamedev #GodotEngine (code to be published soon)

26,730 görüntüleme • 1 yıl önce •via X (Twitter)

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Embarcadero Tech profil fotoğrafı
Embarcadero Tech1 yıl önce

"From web development with WebStencils to building large #Delphi apps with 64-bit compilers, from a high-speed Clang-based C++ compiler to LLM integration, #𝗥𝗔𝗗𝗦𝘁𝘂𝗱𝗶𝗼 𝟭𝟮.𝟮 is a major release." Marco Cantu ✨ 𝗦𝗲𝗲 𝗪𝗵𝗮𝘁'𝘀 𝗡𝗲𝘄:

Cameron Horst profil fotoğrafı
Cameron Horst1 yıl önce

Nice! Now add some instance rendering for segments, some pbd, and you have a rope! :)

Casual Garage Coder profil fotoğrafı
Casual Garage Coder1 yıl önce

That could be nice ;) After this one, I'll work on a curve-to-curve solution and perhaps curves chaining to make some procedural animations of vines hanging down a swaying tree.

Blocky Bard profil fotoğrafı
Blocky Bard1 yıl önce

Awesome 😎

C's Game Dev profil fotoğrafı
C's Game Dev1 yıl önce

@indiegamesdevel Looks great 🔥

Abyssal_Stuff profil fotoğrafı
Abyssal_Stuff1 yıl önce

Hold still...

Lambda Rick /acc profil fotoğrafı
Lambda Rick /acc1 yıl önce

why would u need a GPU for that?

Casual Garage Coder profil fotoğrafı
Casual Garage Coder1 yıl önce

In the case of bigger mesh, the gpu bandwidth consumption would not be acceptable. Plus, it could be used in conjunction with a compute shader that provides curve data to multiple instances.

hazoky 87 profil fotoğrafı
hazoky 871 yıl önce

does it only work with primitives?

Casual Garage Coder profil fotoğrafı
Casual Garage Coder1 yıl önce

No. It works on any mesh. I'm working on a more lengthy video to show some practical use-cases. At the same time, I'm writing the documentation that will be publish @GodotBarn

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