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Object Placement on Terrain (Mesh)

Mnenad

This chapter is all about how I solved it (so far) to be able to place all kinds of assets like 3D-meshes or self-growing fractal seeds on the terrain. The code calculates Instantiations (spawning assets with the given parameters), which is quite heavy for the system to calculate. Before we start. Multithreading.

Terrain 52
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Develop a 3D game in 2 hours with AI? Is it possible?

Cocos

Is it feasible to develop a 3D game in 2 hours with AI tools Try it online: [link] the FULL SOURCE CODE will be availabe on Cocos Store. The game will be a 3D Snake, with innovative gameplay and a complex terrain. Will I need to modify the code it generates every time before I can use it? Why I write a mind map first?

AI 98
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RP4K Teacher Profiles: Gabriel Dibenedetto

Real Programming

Real Programming 4 Kids would like to profile one of our most advanced teachers, so parents can get a better understanding of what their kids can learn after getting some coding classes under their belts. Our online coding program is for the youth, and extracurricular activities for teens and kids need to be fun first and foremost.

Code 98
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Maintenance release: Godot 3.0.4

Mircosoft Game Dev

We took this opportunity to add some documentation fixes as well as a fix for Bullet physics to allow Marc Gilleron (Zylann) 's terrain plugin to function with Godot 3.0.4. If you are not affected by the asset library bug and do not need the terrain plugin there is no need to upgrade to Godot 3.0.4. We're planning for a larger 3.0.5

Terrain 52
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Strategies for Optimizing Multiplayer Games in Unity

Logic Simplified

Optimization Strategies: Static Batching unites several stationary game elements into a single GPU drawing operation (such as terrain together with buildings). Using the Profiler allows developers to detect memory-intensive code sections which they should optimize.

Games 52
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Godot Showcase - Lumencraft developer talks about his experience

Mircosoft Game Dev

We knew that we needed custom modifications for destructible terrain, dynamic lightning, and support for thousands of swarm monsters. Some of the features were added just because they were fun to code and have this “cool” factor about them. GDScript is my favorite as you can do a lot with a little bit of code.

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Open world RPG design notes from Enderal, a big long Skyrim mod

Radiator Blog

But without any meaningful code access to upgrade terrain engines or lighting systems, that mostly means spamming set dressing and clutter everywhere. Compare this to the variety of mobs in Doom and Quake maps, with terrain designed first and foremost for the NPCs. All in all, I enjoyed Enderal and learned a lot from it.