Remove Alpha Remove Mesh Remove Terrain
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Optimize Vegetation Generation

Mnenad

Since the last post I’ve been working on the terrain’s vegetation. 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. Static batching : combines static (not moving) GameObjects into big Meshes, and renders them in a faster way.  

Mesh 52
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Dev snapshot: Godot 4.0 beta 4

Mircosoft Game Dev

But the "1" in beta 1 means that it's only the first step of the journey, and like for the alpha phase, we're going to release new beta snapshots roughly every other week. 2D: Make TileMap terrain painting not change neighbors centers bits ( GH-67390 ). Physics: Optimized support function for large meshes ( GH-64382 ).

Beta 52
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Dev snapshot: Godot 4.0 beta 4

Mircosoft Game Dev

But the “1” in beta 1 means that it’s only the first step of the journey, and like for the alpha phase, we’re going to release new beta snapshots roughly every other week. 2D: Make TileMap terrain painting not change neighbors centers bits ( GH-67390 ). Physics: Optimized support function for large meshes ( GH-64382 ).

Beta 40
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Physics progress report #1

Mircosoft Game Dev

Technical details: Heightmaps are very similar to triangle meshes in term of collision detection. The difference is that heightmaps use an alternative first step to find which triangles to collide with, and then can use the same algorithm that triangle meshes use to generate contacts. To get ready for an alpha release of Godot 4.0,

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Godot 3.0 is out and ready for the big leagues

Mircosoft Game Dev

Still, this workflow is easy and efficient as 3D objects get a second set of UVs generated on import, and baking works with instantiated meshes, scenes and even GridMaps. It parses your code and automatically understands what you are trying to do (such as writing to alpha for transparency, reading from screen, etc.) In Godot 3.0,

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