E-Learning Developer specialising in the Moodle LMS. Trying to map out Mountain Bike trails using open source 3D scanning technology. Can speak a bit of German (still learning).
A tale as old as time - CPU bottlenecking
As described in my earlier post “My plan to render 1 million trees”, my game has a grid system of sprites; each one displays a small chunk of the world as rendered by the SubViewport. But because the viewport moves around, we can’t simply just set each sprite to have a ViewportTexture
as this would mean they all would display the same thing.
This is my plan to render millions of trees for a ski resort game i’m building. You’ll probably want to have a bit of knowledge of game internal/engines for this one.
How it all started
Recently i’ve been pottering around in Godot for a while. The story of how I got into using Godot is best left for another day.
As an avid mountain biker, I thought it would be a great idea to make a game about building MTB trails. Easy, right ? Just build a path, add some jumps and add some AIs…