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[Godot 4.3 RC1] Moon Surface-ish generation 

jupiterbjy
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After previous vid showcasing issue with non-thread-safe const array read, this is one with static var and some more tweaking.
Chunk generation is indeed slow, almost looks like even main thread is lagging but trust me it isn't. I'm panning cam around just to prove it!
...Altho ultimately will need to update chunk update trigger method to reduce amount of chunk update requests. (currently based on cursor position change threshold)
As explained previously algorithm for determining which chunk to update is O(1). But chunk regen itself take a bit of time, thinking of using compute shader for vertex position generation at least, as gpu can't use surface tool.
Texture is still that old good test patterns I've been using, just color flattened.
Density function is making sure that starting area(center) has a sufficient sized crater.
That glowing pulsing Cursor is actually a shader written for physics-based space combat game (named it project rv myself - standing for relative velocity) as a shield effect, but I couldn't find way to make realistic 6 DOF control fun and intuitive for players so it's in stall rn.
---
BGM: Nigel Stanford, Solar Echoes track 5 "Sea Of Tranquility"
Bought album for myself. You totally should go and buy one! Sounds god darn amazing.

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15 сен 2024

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Комментарии : 15   
@Krewll
@Krewll Месяц назад
Hey, super awesome work! So are you using the surface tool? Would love to know how you handled dynamic mesh updating. Cheers!
@jupiterbjy
@jupiterbjy Месяц назад
@@Krewll yup that's surf tool! it just destroy mesh for update which is damn expensive, so chunking is used and also planning to use compute shader in future.
@Krewll
@Krewll Месяц назад
​@@jupiterbjy how are you destroying the mesh? I can't find anything :(
@jupiterbjy
@jupiterbjy Месяц назад
@@Krewll I was writting tutorial and sample project but didnt had time to finish tutorial debris of marching cube (not sure if it was chunked or not) is at repo github.com/jupiterbjy/ProjectIncubator-Godot definitely need some cleanup cause code is a bit different
@jupiterbjy
@jupiterbjy Месяц назад
@@Krewll though better ways exists, those are in pointcloud demo my yt vid of pointcloud demo actually regenerate mesh in runtime for every n verts but without destroying completely
@Krewll
@Krewll 29 дней назад
@@jupiterbjy Thanks for the link and info. I have marching cube chunk generation setup with collisions which can make positive and negative spaces in the mesh but the old surface also remains for some reason. Would love to see that tutorial if you ever find the time! 👍
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