Remove Alpha Remove Shaders Remove Terrain
article thumbnail

D2 log 074 – New level format

Catnip Games

I export the rendered terrain from Blender as a RGBA image but with alpha value set to depth. The custom terrain shader uses the z-channel to draw water in lower areas of the level. This gives me freedom in level design and saves work making tiles… tileable. So it’s RGBZ.

Terrain 52
article thumbnail

New improvements for GPUParticles in Godot 4.0

Mircosoft Game Dev

GPUParticles : Processes particles on GPU, allows very large amount of particles at little cost, and with ability to write custom particle shaders. x and the shader used is almost identical (should be easy to port). It can also be done from within a particle shader itself by chaining another particle system as a sub-emitter.

Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

Optimize Vegetation Generation

Mnenad

Since the last post I’ve been working on the terrain’s vegetation. Doing it before starting the actual game would mean to already generate all the content that needs to be batched at the beginning, which is no solution for a theoretically “endless procedurally generated” terrain. That’s it. When

Mesh 52
article thumbnail

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 ). We released Godot 4.0 Core: Make some Image methods static ( GH-63332 ).

Beta 52
article thumbnail

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 ). We released Godot 4.0 Core: Make some Image methods static ( GH-63332 ).

Beta 40
article thumbnail

Dev snapshot: Godot 4.0 beta 3

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. Editor: Add multi-caret support to TextEdit (and the script/shader editors) ( GH-61902 ). Multi-caret support in TextEdit and script editors ( GH-61902 ).

Beta 52
article thumbnail

Dev snapshot: Godot 4.0 beta 3

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. Editor: Add multi-caret support to TextEdit (and the script/shader editors) ( GH-61902 ). Multi-caret support in TextEdit and script editors ( GH-61902 ).

Beta 52