Algorithm behind huge Terrain in Godot

  Рет қаралды 9,087

mohsen zare

mohsen zare

Күн бұрын

Пікірлер: 19
@mohsenzare2511
@mohsenzare2511 Жыл бұрын
Just there are some small mistake in this video but the overall algorithm is ok One of the mistake is that we would not drop the right vertices of LOD4, instead we drop the left vertices of LOD 3
@EssensOrAccidens
@EssensOrAccidens 5 ай бұрын
Fantastic video, on many levels. 2:11 "So now I solve one problem and then I create another." Human existence in a succinct statement! And one of the most enjoyable and maddening things about coding.
@mohsenzare2511
@mohsenzare2511 5 ай бұрын
Thanks Jeff
@artcadedev
@artcadedev Жыл бұрын
It took me less than a second to realise you're iranian and as an iranian myself I would like to thank you for your great work. I don't see many Iranian programmers making videos about Godot, your channel is a goldmine and you got the true persian english accent. Damet garm dadash
@mohsenzare2511
@mohsenzare2511 Жыл бұрын
Thanks for your support Dadash, Irani is everywhere, Va dame khodet ham garm
@AgnisNeZvers
@AgnisNeZvers Жыл бұрын
Amazing video! I'm a bit busy with stuff so I've postponed getting into GDextension until it's more stable at 4.1 but you made me itch to get into it.
@mohsenzare2511
@mohsenzare2511 Жыл бұрын
Yeah do that, with c++ you have more stuff to handle but also you have more freedom to do a lot of stuff with computer hardware
@question_mark
@question_mark Жыл бұрын
thank you so much, I didn't know about RenderingServer (you forgot the link in the description btw) and I like a lot the idea of maximizing chunks size in the frustum, it never crossed my mind also with gdscript I think it is technically possible to have contiguous memory alocation as in cpp with PackedArrays, even though it feels a bit more hacky.
@mohsenzare2511
@mohsenzare2511 Жыл бұрын
your welcome Sorry about doc page I add that now Yeah you can do that in gdscript with packedarray for integer and so on, but you can not do that with objects or classes, even if you put the object inside an array that array will keep a pointer to that object so objects in memory are not beside each other, other thing is that you should create object one by one and this increase a lot loading time for large scale
@question_mark
@question_mark Жыл бұрын
@@mohsenzare2511 I see for the contiguous memory, but I was thinking of maybe using PackedByteArray in a hacky way where each n bytes would hold the data for one chunk, kinda like a hacky custom struct system. but yeah, it isn't really a clean approach..
@aquietmonk
@aquietmonk Жыл бұрын
Excellent description, thank you for sharing.
@mohsenzare2511
@mohsenzare2511 Жыл бұрын
Your welcome
@mehdiip
@mehdiip Ай бұрын
خیر ببینی خیلی ممنون .😮
@trays1377
@trays1377 Жыл бұрын
good, waiting for demo'
@mohsenzare2511
@mohsenzare2511 Жыл бұрын
I already publish a demo kzbin.info/www/bejne/l6CqfImDn7ytb6s
@Nathan_cerri
@Nathan_cerri 11 ай бұрын
The content is very good, but what is your PC configuration?
@franciscolopez-kw2xq
@franciscolopez-kw2xq Жыл бұрын
siempre me pregunte como se hacen los terrenos grandes
@godofdream9112
@godofdream9112 Жыл бұрын
are you even shere the code/ plug ?
@mohsenzare2511
@mohsenzare2511 Жыл бұрын
I will publish that, But I don't want to publish that now because it is so not complete, and still buggy in some part as soon as I get something reasonable good I will publish that
I publish my Terrain code
8:57
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