Remove Collision Remove Terrain Remove Writing
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#Drive Rally by Pixel Perfect Dude is a love letter to the golden age of rally games

PreMortem.Games

Ultimately, we decided to create our custom physics engine, using NWH Wheel Collider as a base for collisions and writing every part of car physics from scratch. This way we bypassed those limitations and were able to craft tracks with the precise slopes, terrain blending, and asset placement we wanted.”

Pixel 156
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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. What Sebastian Lague did to work-around it when generating new terrain chunks on runtime is to use multithreading. Before we start. Freezing is simply annoying and kills the flow.

Terrain 52
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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. Allows collisions against the physics world. Baked SDF Collision. Still, for complex interiors, creating all the collisions with boxes and spheres can be a hassle.

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Godot 3.0 is out and ready for the big leagues

Mircosoft Game Dev

In other engines, you have to provide many shader variants, mix HLSL with a metalanguage, error reporting is terrible and writing shaders is difficult in general. writing shaders is very easy! The get_node() function also got syntactic sugar to obtain nodes in the local scene tree by writing less code, using the $ alias.

Render 52
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GSoC 2020 - Progress report #1

Mircosoft Game Dev

You can find some example code in the PR and check the docs of the Performance class (not updated at the time of writing). One of the most common uses for IK in 3D is to place a character's feet on uneven ground without clipping through the geometry, where the legs realistically adjust to the terrain. Plurals and context support.

Code 52