What I've Been Working On: Godot 4.2 Foliage Spawner

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  • เผยแพร่เมื่อ 27 มิ.ย. 2024
  • I hated making this video lmao. Sorry for the wooden voice over. Making videos sucks. So I'll only be doing a video like this when I finish something. That could be weeks or months apart depending on the thing. I also work full time, so. Yeah.
    Here's the info:
    Assets used:
    www.artstation.com/marketplac...
    Documentation Links to figure out how to make this:
    docs.godotengine.org/en/stabl...
    docs.godotengine.org/en/stabl...
    docs.godotengine.org/en/4.0/t...
    docs.godotengine.org/en/stabl...
    docs.godotengine.org/en/stabl...
    docs.godotengine.org/en/stabl...
    docs.godotengine.org/en/stabl...
    docs.godotengine.org/en/stabl...
  • วิทยาศาสตร์และเทคโนโลยี

ความคิดเห็น • 11

  • @CornRecords972
    @CornRecords972  หลายเดือนก่อน +3

    The trees used in this demo were meant for linear scenes with controlled occlusion culling. Every single leaf is an individual 4 quads. And I didn't bother to manually edit them to have leaf clusters. As well I didn't generate imposters. Using finished assets with HLOD to drop in imposters at a distance, and properly optimized canopies. This scene would run much faster on the gpu. The loss of performance from draw calls is negligible. Each tree is using 1 material. There's 2 materials total. Godot automatically batches identical models using the same material. There were a total of 8 variations in this scene. So this added only 16 draw calls to the scene. 1 For each mesh type, and 1 for each material on those meshes. Multi Mesh instances would be good for this too, but I didn't feel like the extra effort would be worth the gain here.

  • @joshuahartzell3455
    @joshuahartzell3455 29 วันที่ผ่านมา

    Thanks!

    • @CornRecords972
      @CornRecords972  29 วันที่ผ่านมา

      No problem! I'm glad this could help you.

  • @Polygarden
    @Polygarden 26 วันที่ผ่านมา

    Great video! I encountered similar issues regarding the scene tree where the editor keeps stalling at around 8k nodes. I like how you worked around this problem. I'm going to test it. (other engines manage to place more than 100k vegetation assets in a level and I hope it's somehow possible with Godot too) I ended up using a single thread with an array as a buffer and would spawn trees in waves, like 20 trees every frame until it's done, to avoid that the editor or game is stalling.

    • @CornRecords972
      @CornRecords972  26 วันที่ผ่านมา +1

      Once I started using internal nodes the editor stalling/stuttering went away. I just got impatient with the time it was taking so I sped it up with multiple threads. Ended up being quite a headache so if you're okay with a 20 second wait on a large forest I don't recommend it lol. The editor scene tree seems to really struggle with rendering that many nodes in the scene tree list. I like internal children and then saving them as branched scenes as a work around but it would be nice to not need to enter subscenes to make edits in the future. I'll keep looking for better alternatives.

  • @whoeverofhowevermany
    @whoeverofhowevermany 23 วันที่ผ่านมา

    So is this just like to help keep the listeners mind loaded with technical terms and logic sequences?

    • @CornRecords972
      @CornRecords972  23 วันที่ผ่านมา

      I just like talking about the way I did things and some of the challenges I had. There are other youtubers who are better at translating programming to english. Sometimes with some of the things I program, I'm not yet proficient enough to find simple terms or analogies to explain it. Multithreading was definitely one of those topics XD

    • @whoeverofhowevermany
      @whoeverofhowevermany 23 วันที่ผ่านมา +1

      @@CornRecords972 🤷 really it is good for what I described

  • @vazzmatazz
    @vazzmatazz 28 วันที่ผ่านมา

    do ASMR next