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

26,730 просмотров • 1 год назад •via X (Twitter)

Комментарии: 10

Фото профиля Embarcadero Tech
Embarcadero Tech1 год назад

"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:

Фото профиля Cameron Horst
Cameron Horst1 год назад

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

Фото профиля Casual Garage Coder
Casual Garage Coder1 год назад

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.

Фото профиля Blocky Bard
Blocky Bard1 год назад

Awesome 😎

Фото профиля C's Game Dev
C's Game Dev1 год назад

@indiegamesdevel Looks great 🔥

Фото профиля Abyssal_Stuff
Abyssal_Stuff1 год назад

Hold still...

Фото профиля Lambda Rick /acc
Lambda Rick /acc1 год назад

why would u need a GPU for that?

Фото профиля Casual Garage Coder
Casual Garage Coder1 год назад

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.

Фото профиля hazoky 87
hazoky 871 год назад

does it only work with primitives?

Фото профиля Casual Garage Coder
Casual Garage Coder1 год назад

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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