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They are dynamic and can be moved around in real-time, colliding with any particle system which matches the cull mask. This type of collision works over a large area and is ideal for terrain, as well as for excluding rain, snow, smoke, etc. Likewise, Sphere and Box colliders are supported. Baked SDF Collision. from interiors.
Rendering, while mostly a sequential process (GPUs are sequential), can be parallelized in a few places, like frustum culling and (in modern APIs such as Vulkan, Metal or DirectX12) creation of command lists. generating terrain), because each thread can create content, then register it via a single channel. How is this achieved?
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.
This new implementation is based on Tiled Editor 's Terrains and is fully compatible with previous TileSets. will bring a new and more powerful animation tree, modern occlusion culling, improved rendering and a GLES 2.0 Auto-tiling in tile maps. Help make Godot better!
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