Remove Culling Remove Polygon Remove Terrain
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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.

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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). Through Occlusion Culling the performance improves due to effective rendering of objects which extend past visible camera range.

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Godot 3.0 is out and ready for the big leagues

Mircosoft Game Dev

This new implementation is based on Tiled Editor 's Terrains and is fully compatible with previous TileSets. It has built-in collision, occlusion and navigation polygon editors, together with the possibility to extend the resource using a tool script to have control over what subtiles do. Help make Godot better!

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