Remove Clipping Remove Mesh Remove Polygon
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Creating Your First 3D Character Animation in Unity 

iXie gaming

Simplify the geometry: Optimize the 3D model by reducing the polygon count that makes up the 3D model using mesh simplification. Step 4: Creating and Assigning Animation Clips This section of the blog will delve into the process of creating captivating 3D animation effects in Unity. dxf), SketchUp Pro (.skp),

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Godot gets CSG support

Mircosoft Game Dev

Polygon (can be drawn in 2D and then extruded). Mesh (can use any custom geometry). Polygon and lofting. The CSGPolygon node is very convenient, a Polygon is drawn in 2D (in X,Y coordinates), and it can be extruded in the following ways: Depth : Extruded back a given amount. Custom meshes. How does it work?

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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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Atlas support returns to Godot 3.2

Mircosoft Game Dev

Region takes up more space, but allows drawing only parts of the image, clipping it, etc. This cuts a polygon around the used part and packs it, resulting in considerably more efficient packing. It is not possible to batch meshes either. It also means that it can be batches. so I can soon move to work on Vulkan.

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GLES2 and GDNative, progress report #2

Mircosoft Game Dev

add polygon and GUI primitive rendering. load meshes. render meshes. add polygon and GUI primitive rendering. With that done, the editor almost rendered correctly, except for some incorrect clipping. Done January 2018. bring GDNative API into stable state. improve C++ bindings. add simple C++ GDNative demo.

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