Remove Mesh Remove Prototyping Remove Shaders
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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. Let’s assume we do it for each vertex on a mesh with let’s say 10’000 vertices.   Asset placement - depending on mesh height vertices. Before we start.

Terrain 52
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Axmol-2.0 released

Cocos

API changes: CHANGED: The prototype of ProgramManager::registerCustomProgram was changed ADDED: ProgramManager::loadProgram REMOVED: ProgramManager::getCustomProgram REMOVED: CommandBuffer::setLineWidth Rewrite console commands by powershell Many other improvements (A fork of Cocos2d-x-4.0) (A fork of Cocos2d-x-4.0) webp: 1.3.0 ==> 1.3.1

Shaders 40
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Accelerate your Game Design, Development and Build with Unity Asset Store

Jaunty Bear Games

Fortunately the Unity 3D platform has a great selection of packages and assets to accelerate the build of tools, models, shaders, sound effects, animations etc. It’s the perfect replacement for Unity’s UI Text and the legacy Text Mesh. . Unity Technologies Assets. Addressables by Unity Technologies. TextMeshPro.

Asset 52
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Godot 3.1 is out, improving usability and features

Mircosoft Game Dev

Visual shader editor. Some shader features will not work and throw an error when used (which is to be expected when using an older OpenGL version). As this back-end is intended to run on the lowest end hardware possible, shaders need to be kept very small. Visual shader editor. New TileSet editor. Revamped AnimationTree.

Feature 52
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Here comes Godot 3.2, with quality as priority

Mircosoft Game Dev

Visual Shaders overhaul. There is a burgeoning community of Quest VR developers already publishing interesting Godot-based prototypes, and the stable 3.2 Holger Dammertz's Voxel Works Quest prototype made with Godot for Oculus Quest. Holger Dammertz's Voxel Works Quest prototype made with Godot for Oculus Quest.

Feature 52
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Introducing the Godot glTF 2.0 scene exporter

Mircosoft Game Dev

For example, creating a blockout or prototyping within Godot, then exporting as glTF to further edit in Blender, and finally bringing the geometry back into Godot. Allowing constructing meshes in Godot and exporting them. Animation skinning and blend shapes are using compute shaders. scurest - [link]. Lyuma - [link] - [link].

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Godot Showcase - Gravity Ace developer talks about his experience

Mircosoft Game Dev

I needed something to speed up my workflow and make it less cumbersome to quickly prototype ideas. Godot just works in a way that meshes with how I like to think and work. I'd love to be able to edit shaders in the main code editor instead of a dock. And those engines felt just so. I chose Godot for a lot of reasons.