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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 次观看 • 2 年前 •via X (Twitter)

10 条评论

Cody Darr 的头像
Cody Darr2 年前

Here's a shot of a particularly handsome mountain

passivestar 的头像
passivestar2 年前

Fucking Label

JyveTech 的头像
JyveTech2 年前

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

Cody Darr 的头像
Cody Darr2 年前

Yep, should be pretty easy!

wydna 的头像
wydna2 年前

Looks boring

Cody Darr 的头像
Cody Darr2 年前

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

Mikhail Kashkin 的头像
Mikhail Kashkin2 年前

Remind me old DOS demo Martian terrain renderer

rique 的头像
rique2 年前

This is gorgeous!!! Any limitations on it?

Cody Darr 的头像
Cody Darr2 年前

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.

chaak 的头像
chaak2 年前

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

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