There is also a big difference between just generating a sphere and simply adding noise and colors.
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Here are the results in case you're curious
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The best choice so far seems to be to use a WorkerThreadPool and generate the mesh using six threads. Still not as fast as the compute shader though.
[#]gamedev #indiegames #godot #godotengine #godot4
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Back to work on my fun little experiment with planet generation. I tried to implement the same mesh generator in GDScript, C#, and GLSL using a compute shader and it turns out there is quite a difference.
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Bow controls are a bit wonky, but they're being worked on.
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Cogwheels simulation test.
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I added some more information to the "level completed" screen.
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Oh no, it covers the thingy!
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Virtual joystick used behind the touch screen buttons for a more precise movement.
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Testing touchscreen controls
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Happy new year! May this 2019 be a good year for you!
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Mobile ui test.
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Hey, it's been a while! I've been doing lots of backstage work recently, so unfortunately I've got nothing visually interesting to show.
There are a few things I want to get sorted out as I work on the mobile port.
Sometimes I lose hours stressing over meaningless details... sigh...
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Reading reviews like this really gives a smile to my face because that's exactly the feeling I was trying to convey.
It's hard to overstate my satisfaction! <3
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Here is the shader code if you're interested!
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Wavy ocean added!
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Well, look at that!
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I was trying to replicate Sebastian Lague's planet generator in Godot and this is what I have so far. It was actually quite simple to make, though generating six meshes of 256x256 vertices is quite slow.
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I just watched Jonas Tyroller's video on marketing and it was a really worth to watch. Would recommend it to all game devs here.
https://youtu.be/-MH5OTWl3zA?feature=shared
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We've been at 6 reviews for quite some time now, can we get to 10? 👉👈
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