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Here's how my #GodotEngine runtime procedural landscape generation is turning out. There's still a ton to do but I'm pretty sure I'll be able to meet my performance target which is exciting!

114,026 Aufrufe • vor 2 Jahren •via X (Twitter)

10 Kommentare

Profilbild von Cody Darr
Cody Darrvor 2 Jahren

Here's a shot of a particularly handsome mountain

Profilbild von passivestar
passivestarvor 2 Jahren

Fucking Label

Profilbild von JyveTech
JyveTechvor 2 Jahren

Yay heightmap, don't mind that at all for speed. Collisions fairly easy to figure out if needed?

Profilbild von Cody Darr
Cody Darrvor 2 Jahren

Yep, should be pretty easy!

Profilbild von wydna
wydnavor 2 Jahren

Looks boring

Profilbild von Cody Darr
Cody Darrvor 2 Jahren

It does?? Shit... I guess I should scrap it then

Profilbild von Mikhail Kashkin
Mikhail Kashkinvor 2 Jahren

Remind me old DOS demo Martian terrain renderer

Profilbild von rique
riquevor 2 Jahren

This is gorgeous!!! Any limitations on it?

Profilbild von Cody Darr
Cody Darrvor 2 Jahren

Thanks! It's heightfield-based, so no overhangs. The cost of generation is proportional to the camera movement speed, since it's generating on the fly. Though, the entire 800 x 800 km area can be regenerated from scratch in a couple dozen milliseconds.

Profilbild von chaak
chaakvor 2 Jahren

@FR3NKD look at this! Omg! Runtime proc-gen 😮

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