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Better Occlusion for Godot/Redot

I'm a sucker for optimizations in games, and I want to make sure that my games run fast on low-end hardware, and Godot/Redot makes that possible with the Occluder node, the only problem is that it only occludes objects, and not faces of a mesh, and it's very tedious to go over a level with many rooms just to split them from each other (I like making my levels the Hammer 2 way). I'd love to have something, whether that be separate addon or part of Anvil, that automatically splits chunks of a mesh into objects at export, with the ability to flag groups of faces to stay together as rooms. Feel free to call me out as crazy for thinking this would be possible, but I'm a man with dreams (and delusions). Maybe this can also work with Unity and Unreal, however, I haven't toyed around with them like I have for Godot

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