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

26,730 views • 1 year ago •via X (Twitter)

10 Comments

Embarcadero Tech's profile picture
Embarcadero Tech1 year ago

"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's profile picture
Cameron Horst1 year ago

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

Casual Garage Coder's profile picture
Casual Garage Coder1 year ago

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's profile picture
Blocky Bard1 year ago

Awesome 😎

C's Game Dev's profile picture
C's Game Dev1 year ago

@indiegamesdevel Looks great 🔥

Abyssal_Stuff's profile picture
Abyssal_Stuff1 year ago

Hold still...

Lambda Rick /acc's profile picture
Lambda Rick /acc1 year ago

why would u need a GPU for that?

Casual Garage Coder's profile picture
Casual Garage Coder1 year ago

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's profile picture
hazoky 871 year ago

does it only work with primitives?

Casual Garage Coder's profile picture
Casual Garage Coder1 year ago

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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