PSA - The nativescript 1.1 changes have been merged into the master branch of the godot-cpp C++ bindings library. The new bindings greatly simplify writing C++ modules for Godot but also mean you have to change your code if you're still working with nativescript 1.0.
You can also switch to the nativescript-1.0 branch

Just put some final touches on the track generation, and had a play to see how far I could get with the new procmesh library

My procedural building is coming along nicely, managed to fix a few bugs so now normals and tangent survive placements.

First attempt at importing a mesh into the procedural mesh logic to create a far larger mesh, plenty of mistakes but it is a start :)

Recorded a little something to get people started with 1.1, writing C++ plugins for Godot:

Just uploaded a little video on a technique of making a race track in Godot:

Quickly dropped the procedural logic into my vehicle demo, needs lots of work but pretty happy with the result

Trying my hand at generating a race track from a curve in . You can adjust the curve and the track updates. Its not perfect, and not fast in updating, but I'm pretty impressed I can do this without writing a single line of code

I finally had time to do a proper video on the technique that I used to render a million planes of grass in

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