Загрузка видео...
Не удалось загрузить видео
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

Cody Darr2 лет назад
Here's a shot of a particularly handsome mountain

passivestar2 лет назад
Fucking Label

JyveTech2 лет назад
Yay heightmap, don't mind that at all for speed. Collisions fairly easy to figure out if needed?

Cody Darr2 лет назад
Yep, should be pretty easy!

wydna2 лет назад
Looks boring

Cody Darr2 лет назад
It does?? Shit... I guess I should scrap it then

Mikhail Kashkin2 лет назад
Remind me old DOS demo Martian terrain renderer

rique2 лет назад
This is gorgeous!!! Any limitations on it?

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.

chaak2 лет назад
@FR3NKD look at this! Omg! Runtime proc-gen 😮
