interstellarbazaar.bsky.social
@interstellarbazaar.bsky.social
Indie #gamedev from Belgium 🇧🇪
Thanks , the way I did the system , he should allow skinned particles or static batching of skinned mesh. All armatures logic is on the GPU
September 24, 2025 at 6:28 PM
Cool , perso je trouve les bandes noires frustrantes. J'ai l'impression que le 16/9 c'est le format idéal pour le web
July 19, 2025 at 10:08 PM
If you want to know he folds into himself like an accordion 😭 he can go further than the rails
July 10, 2025 at 6:40 PM
I had 2 years of programming (as a hobby) , then I've been programming in Godot for 2 years. The hardest part was forcing myself to learn Vector math
July 2, 2025 at 11:33 PM
No , it's in gdscript. I use the array mesh class. I call surface_get_arrays, I edit the verts array, then I call add_Surface_from_arrays to commit. (At first it's heavier than a shader but once it's commit it's lighter as there is no more math to do)
June 30, 2025 at 10:25 PM
When the mesh is duplicated, we lerp vert position between the two transform around him. And the intersection is 5 quad in a cross that connects to the road last verts. ( Then we use the quad verts barycentric coordinate to deform a more complex mesh inside him )
June 30, 2025 at 9:43 AM
Sure ,but I'm not sure it's the almost efficient way. 1) re bake the curve to create even spacing. 2) foreach vert create a transform that follows the curve direction. 3) use the transforms to duplicate meshes and place them correctly. (Clear enough? )
June 30, 2025 at 12:25 AM
No that's just the side of the road for parking
June 29, 2025 at 8:36 PM
I didn't but I will take a look thanks
June 29, 2025 at 8:35 PM
Thanks 😊
June 29, 2025 at 5:33 PM