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Mesh streaming : Models are loaded as low detail (few vertices). The most complex is mesh streaming , which generally needs to be implemented together with a GPU culling strategy to ensure that very large amounts of models can be drawn at no CPU cost. GPUParticlesMaterial resource (or even an optional dedicated shader).
Backpack Battles Backpack Battles decided to make inventory management the main game mechanic. There is just something about the frustratingly fun mechanics of Arctic Eggs that captured quite an audience who are we to judge your taste? Turn-based mechanics and an RPG flavor round off the experience.
Apart from that, the month was mostly spent on implementing more 2D items in the renderer as well as working on getting custom shaders running. start work on shader compiler. implement more shader features. implement more shader features. load meshes. render meshes. start work on shader compiler.
We created 4 UV sets of each car and wrote a shader that swaps them. To solve the problem we rearranged the mesh and added some edge loops along track parts. All of the moving obstacles have implemented different mechanics, that make player behave in a certain way. Adjusting mesh, rig and skinning needed a couple of iterations.
You can even create complex dynamic effects by writing custom shaders that operate on FogVolume nodes. is introducing sky shaders which allow users to create dynamic skies that update in real time (including reflections). For more information see the article introducing sky shaders. For other atmospheric effects, Godot 4.0
Moving forward, Joe will continue to refine and improve the look of the fur, adding a dither effect to the hair shader to soften the edges of each card. Next, Pete exported the hair cards into Unreal in order to build a universal hair shader that could then ultimately be applied to every fur-havin' character in Kristala.
Flagging instances or geometries as opaque allows uninterrupted hardware intersection search and prevents invocation of the any-hit shader. Enable the use of any-hit shaders only for those geometries that need it; for example, to do alpha testing. Consider representing mesh particles as instances in TLAS.
But 3D games are usually stuck with a certain 3D model for a character and deforming the mesh is a pain to do. We've had toon shaders for years that can make 3D look like 2D, but Team Red has perfected it to such a degree that I sometimes can't even tell I'm looking at 3D. New mechanic: Slashback, aka parry. I don't know.
About my splitting tech: I didn't manually model pre-split meshes, it's all dynamic via shader. These non-wood objects makes crucial double use of the aiming mechanic. (Fun facts from this 2022 history of the bald eagle : real-life bald eagles are really mean and unpleasant, and for decades settlers shot them on sight.
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