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How to color triangels in custom Mesh?

Cocos

Also the color value alpha values needed to be added. Here is the demo project. I am not sure about why in builtin-standard effect vertex color is not applying, but when I tried builtin-unlit effect in hexmap material, it seems to be working. hex-map-sample 2.zip zip (402.4

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Dev snapshot: Godot 4.0 alpha 15

Mircosoft Game Dev

While this process is ongoing, we'll keep releasing alpha builds so here's 4.0 This alpha doesn't include official builds with.NET 6 support yet, as we still have more work to do to enable this. For users of previous alphas, we don't always have compatibility code to ease transition. alpha builds. for instructions.

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3D Content Interoperability with Topology-Free Modeling

Nvidia

Digital sculpting software, however, uses an extremely high-resolution polygon mesh (or a voxel grid). This mesh can be modeled like traditional clay with a vast array of tools, giving modelers more freedom and flexibility in their work. This is similar to the limitations of physical sculptures.

Content 96
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Fixing tangents for accurate normal maps

Mircosoft Game Dev

The new CSG nodes lacked support for generating the tangents, there were orientation issues when importing Collada or glTF files, and the new primitive meshes reversed the direction of these. Header picture derived from fracteed 's Parallax Heads demo (CC-BY 4.0).

Mesh 52
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Godot 3.0 progress report #6

Mircosoft Game Dev

Here's a small platformer demo you can try! The new particle system uses meshes by default (to work with impostor quads, just create a QuadMesh and assign a material with billboard set to enabled). We will be releasing an alpha build soon for everyone to start playing with them and finding bugs. are implemented.

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GitHub Game Off and Godot are a winning combination

Mircosoft Game Dev

The following is a short list of recommended resources, but feel free to use different ones from the wealth of video tutorials and demos that have been produced by the Godot community over the years. currently at the alpha stage. alpha 2 build should be published in coming days. currently at the alpha stage. x installed.

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Optimize Vegetation Generation

Mnenad

Mainly I focused on generating grass that bends in the wind and some fern like plants, but what comes next is usable for all kind of meshes. Batching means to combine mesh objects that share the same material or that are marked as static in the Unity inspector. In my case I had terrible FPS with just some thousand mesh instances.

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