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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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Develop a 3D game in 2 hours with AI? Is it possible?

Cocos

Many developers say that they can just become a UI Assembler and let GPT-4 write shaders for them. All aspects of the project, including programming, shader development, art, and music, are generated by AIGC. The game will be a 3D Snake, with innovative gameplay and a complex terrain. I am both skeptical and anxious about this.

AI 98
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D2 log 074 – New level format

Catnip Games

I export the rendered terrain from Blender as a RGBA image but with alpha value set to depth. The custom terrain shader uses the z-channel to draw water in lower areas of the level. This gives me freedom in level design and saves work making tiles… tileable. Interactive elements will be placed using the in-game editor.

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. x and the shader used is almost identical (should be easy to port). It can also be done from within a particle shader itself by chaining another particle system as a sub-emitter.

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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. Terrain Tools. The Terrain Tools package adds additonal terrain sculpting brushes and tools to your project to help create stunning terrain assets and ease the workflows. .

Asset 52
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Dev snapshot: Godot 4.0 beta 13

Mircosoft Game Dev

Editor: Keep terrain choice when changing layer in TileMap editor ( GH-70601 ). Editor: Fix node preview crashes after updating visual shader node ( GH-71385 ). Rendering: Properly initialize directional_light_count in RD sky shaders ( GH-71526 ). Editor: Move remote debug buttons to a single menu ( GH-70701 ).

Beta 99
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Godot Showcase - Lumencraft developer talks about his experience

Mircosoft Game Dev

We knew that we needed custom modifications for destructible terrain, dynamic lightning, and support for thousands of swarm monsters. Another thing that was quite useful is the option to quickly test shaders. Being able to see the results of a shader the moment you change some code makes development so much better.