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

26,730 Aufrufe • vor 1 Jahr •via X (Twitter)

10 Kommentare

Profilbild von Embarcadero Tech
Embarcadero Techvor 1 Jahr

"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:

Profilbild von Cameron Horst
Cameron Horstvor 1 Jahr

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

Profilbild von Casual Garage Coder
Casual Garage Codervor 1 Jahr

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.

Profilbild von Blocky Bard
Blocky Bardvor 1 Jahr

Awesome 😎

Profilbild von C's Game Dev
C's Game Devvor 1 Jahr

@indiegamesdevel Looks great 🔥

Profilbild von Abyssal_Stuff
Abyssal_Stuffvor 1 Jahr

Hold still...

Profilbild von Lambda Rick /acc
Lambda Rick /accvor 1 Jahr

why would u need a GPU for that?

Profilbild von Casual Garage Coder
Casual Garage Codervor 1 Jahr

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.

Profilbild von hazoky 87
hazoky 87vor 1 Jahr

does it only work with primitives?

Profilbild von Casual Garage Coder
Casual Garage Codervor 1 Jahr

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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