Godot 4 Raymarching! Render Basic Shapes!

Поделиться
HTML-код
  • Опубликовано: 25 дек 2024

Комментарии • 6

  • @robinj6997
    @robinj6997 18 дней назад

    I'm quite surprised that capsule was more complex than a box. Isn't capsule common for collision shapes for their simplicity? Sphere rules, but is a box better than capsule for physics collision checks?

    • @iDigvijaysinhG
      @iDigvijaysinhG  18 дней назад

      Hey Robin, first of all thanks for binge watching.
      Now coming to your question, here we are not dealing with physics calculation whatsoever. Physics shapes (Colliders) are based on geometry. Here we are just faking the geometry with some complicated maths.

  • @MountainLabsYT
    @MountainLabsYT 5 месяцев назад

    would this be more preformant than full screen raymarching?

    • @iDigvijaysinhG
      @iDigvijaysinhG  5 месяцев назад

      Not necessarily, like if I move close enough that my actual box covers the entire screen then at that point it is a full screen shader basically.

    • @MountainLabsYT
      @MountainLabsYT 5 месяцев назад

      @@iDigvijaysinhG So at worst its just as preformant?

    • @iDigvijaysinhG
      @iDigvijaysinhG  5 месяцев назад

      @@MountainLabsYT pretty much.