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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 просмотров • 2 лет назад •via X (Twitter)

Комментарии: 10

Фото профиля Cody Darr
Cody Darr2 лет назад

Here's a shot of a particularly handsome mountain

Фото профиля passivestar
passivestar2 лет назад

Fucking Label

Фото профиля JyveTech
JyveTech2 лет назад

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

Фото профиля Cody Darr
Cody Darr2 лет назад

Yep, should be pretty easy!

Фото профиля wydna
wydna2 лет назад

Looks boring

Фото профиля Cody Darr
Cody Darr2 лет назад

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

Фото профиля Mikhail Kashkin
Mikhail Kashkin2 лет назад

Remind me old DOS demo Martian terrain renderer

Фото профиля rique
rique2 лет назад

This is gorgeous!!! Any limitations on it?

Фото профиля Cody Darr
Cody Darr2 лет назад

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.

Фото профиля chaak
chaak2 лет назад

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

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