@reduzio I myself encountered similar hurdles when I needed a struct-like structure with rapid access. Using arrays with indexes was the fastest BY FAR, but hopefully we can all agree it's a really ugly way to do this
@reduzio I think a lot of people just want C# because Unity had it
However, some express valid worry about API performance in general when talking about things like this:
https://t.co/s9Rb1UF9qu
@justinb75631302@nonunknown3 I'm surprised to see that something that performs well in-game impart working in the editor.
Are talking about lag (caused by LOD switching, etc.) or plants disappearing/rendering at lower detail which distorts visual perception of the scene?
@justinb75631302@nonunknown3 I wonder, what kind of editor updates make it slow? I'm out of the loop here.
Also, I wonder what challenges and requirements does an open world game impose on a foliage system? Never made such a game myself, so it'd be useful to know.
@original_hank I'm modeling the mouth cavity rn, and I'm wondering if there's any deeper reason for a gap where incisor teeth are supposed to be? I can't quite place my finger on it
@original_hank Hi!
I'm making a fan interpretation of Solanum in Blender, and it goes without saying I've been referencing your concept art for the Nomai a lot. Love your work.
Solving the feet anatomy (a pretty debated topic among us lol) was fun! (the difference between skeleton and boots)
@Andrew692416 I believe all assets from the demo can be redistributed in free projects (although some require a written attribution). Not sure about commercial use.
There are links to all assets used on Spatial Gardener's Github page. You can check the terms of specific licenses there.
Hooray, Spatial Gardener v1.1.0 is here - a very first update for my Foliage plugin!
Godot 3.5 support, UI overhaul, plant labels, shadow toggle for LOD Variants and a new Projection brush!
Let's gooo!
Get the v1.1.0 update from GitHub:
https://t.co/fI8wSoNrFR
@justinb75631302 Can you file a feature request for this on GitHub? Whenever I get around to updating I can get a look at it.
Would be best if you make a minimal reproduction project too, which includes this one plant and a gardener with no thumbnail displayed.
@justinb75631302 Hmm, there SHOULD be something similar working - if you won't assign any mesh and click out of gardener node and then back in it should have a label in the middle.
Idk why it doesn't show here - maybe thumbnail did generate, bit it's too small or offscreen for some reason.
@blaster84x @Structed Plants are batched on GPU using a MultiMesh (instanced meshes). They can also spawn gameplay objects such as bodies with collision.
And you can tell plugin to remove them when player is far away (to reduce physics load).
Maybe removal thing is a bad idea on it's own, idk yet.
Releasing my first ever "𝘋𝘦𝘷2𝘋𝘦𝘷 𝘚𝘰𝘧𝘵𝘸𝘢𝘳𝘦 𝘈𝘱𝘱"
aka
Godot Foliage Plugin (lol)
https://t.co/6nEexUBQY5
Still, a huge milestone for me. Hope it helps you guys!
Hope I'm not too tired to find a use for it myself)))
#GodotEngine#opensource#environmentart