It supports an experimental untextured Transvoxel algorithm (you can see it in an old build here ruclips.net/video/2mCMUMI1AQk/видео.html) , but I'm not needing this much so I did not go further that road. If I ever do, I might look into dual contouring.
When compiled in release mode, the engine is stripped out of unnecessary debugging information. Also, functions get inlined and shortcuts are taken to produce more efficient assembly, and for that the compiler takes more time to analyze the code.
Fantastic! I saw an earlier video (ruclips.net/video/2mCMUMI1AQk/видео.html) showing smooth terrains. Is this easy to do with your current implementation? Also, how does it affect speed?
That video was from the same module. It is using the same data source, just with a different meshing algorithm. I didnt do any progress on this mode, and not planning to at the moment.
my man Zylann with the worldedit and shit
It would be so good to see this with optional Marching Cubes support.
It supports an experimental untextured Transvoxel algorithm (you can see it in an old build here ruclips.net/video/2mCMUMI1AQk/видео.html) , but I'm not needing this much so I did not go further that road. If I ever do, I might look into dual contouring.
@@ZylannMP3 Please do. I would love to see a dual contouring module for Godot. The community needs this.
@@WimmyWamWamWozl it's being considered, but there are so many things to work on before, it may take a while.
Do you have a patreon page? I would love to support this kind of projects
twitter.com/thegamedevguy feel free to check out mines XD
It's really fast!
Would be it fast or slow if you only use gdscript?
@@erikpro0073 It would be A lot slower than this. This is almost instant.
How did you generate this terrain?? It looks so good wow.
The data source was a heightmap image, which I voxelized. The source can be anything, though.
@@ZylannMP3 Oh wow. Thanks.
Nice job!
Hey, would you mind releasing the source code? I was making something similar, but a module-based approach seems much better.
It is here github.com/Zylann/godot_voxel
slick
Looks pretty awesome congrats !
What system is it running on ?
I made the video on Windows, Ryzen 5, GeForce GTX 1060
next gen MC!
You mention compiler optimizations. What optimizations are you referring to?
When compiled in release mode, the engine is stripped out of unnecessary debugging information. Also, functions get inlined and shortcuts are taken to produce more efficient assembly, and for that the compiler takes more time to analyze the code.
@@ZylannMP3 Oh, that is interesting! Thanks for sharing!
Damn it this looks like it has really good performance!!
Do u use all the gdnative stuff to make it a really easy to use plugin?
It's actually a module, so it needs engine recompilation but it gets deeper integration. It's quite easy to do, though.
@@ZylannMP3 could you please make a video how to recompile the engine? This difenetly would be very helpful and useful
@@me2beats313 it's explained here docs.godotengine.org/en/3.0/development/compiling/index.html
@@ZylannMP3 ok, I'll try thanks)
The background music is awesome. It feels like I've heard it somewhere before, what's the name?
It's made by me! You probably heard it in the french audio drama called 1287 (1287.aerrond.com/)
Fantastic! I saw an earlier video (ruclips.net/video/2mCMUMI1AQk/видео.html) showing smooth terrains. Is this easy to do with your current implementation? Also, how does it affect speed?
That video was from the same module. It is using the same data source, just with a different meshing algorithm. I didnt do any progress on this mode, and not planning to at the moment.
What frame rate is it running at?
60 fps
Your email?