![]() then some vertex painting and you can call it a day. It's not that you can't model it, some learning and you can. Depends on what you want.Ĭharacters – don't try to model a character in Blender. Mind you, you'll have to find some free tree models and grass textures in the web.įor water there are some plugins/tricks/tutorials too. Then there's a Scatter plugin by HungryProton. It can generate some automatically, plus has an editor, plus some more advanced stuff. That's for terrain for starters - it's enough. There's a hTerrain plugin by Zylann for Godot. So saying that an engine is not capable of rendering an open world because of tools is a fallacy. These do not have the flexibility of Unity's instancing but it is far from not having any GPU instancing. Godot does "instancing" with MultiMeshes. Yes you can use World Streamer in Unity but this doesn't mean you cannot stream data in Godot. Most people use meshes for that, which is trivial to do if you know how. ![]() Also, if you are developing in Unity professionally you would most probably avoid the terrain tool due to its costly LOD. Terrain tools are not useful if you decide to get your tiles/LODs from an artist.Companies with a budget of hundreds of millions have made games with those. ![]() Most of what you are saying though focuses on tools and is the same for any custom engine also. The argument could be that an old API like OpenGL for Godot 3 cannot effectively use modern graphics cards and I would completely agree with you. Well, available tools do not correlate with engine capabilities. ![]()
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