正在加载视频...

视频加载失败

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

26,730 次观看 • 1 年前 •via X (Twitter)

10 条评论

Embarcadero Tech 的头像
Embarcadero Tech1 年前

"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 的头像
Cameron Horst1 年前

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

Casual Garage Coder 的头像
Casual Garage Coder1 年前

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 的头像
Blocky Bard1 年前

Awesome 😎

C's Game Dev 的头像
C's Game Dev1 年前

@indiegamesdevel Looks great 🔥

Abyssal_Stuff 的头像
Abyssal_Stuff1 年前

Hold still...

Lambda Rick /acc 的头像
Lambda Rick /acc1 年前

why would u need a GPU for that?

Casual Garage Coder 的头像
Casual Garage Coder1 年前

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 的头像
hazoky 871 年前

does it only work with primitives?

Casual Garage Coder 的头像
Casual Garage Coder1 年前

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

相关视频