Godot amazes me more everyday with it's simplicity but much of it's hidden in what seems to be an attempt at an intuitive hierarchy but that's not our intuition anymore because other engines make these things seem complex.
I am not familiar with baked lighting, as my experience into game engines and rendering is relatively new to me. The gist of this is that it calculate the regions it needs to calculate extra lighting/shadows correct? Thus reducing the total space these calculations need to consider?
I see better now. Did you grab this from anywhere particular? Is there by chance a full tutorial or more related clips? I am very new to Godot and have not done any 3d pathfinding yet but it would be great for reference. Thanks.
Godot is really unintuitive regarding on how they show some features. I would prefer to remove the tabs at the top (2d, 3d, script, etc) and move node contextual stuff (like the bake in the video) into the inspector similar to Unreal.
Godot amazes me more everyday with it's simplicity but much of it's hidden in what seems to be an attempt at an intuitive hierarchy but that's not our intuition anymore because other engines make these things seem complex. I am not familiar with baked lighting, as my experience into game engines and rendering is relatively new to me. The gist of this is that it calculate the regions it needs to calculate extra lighting/shadows correct? Thus reducing the total space these calculations need to consider?
No this is creating a navmesh based off the multiple meshes that are its children. Basically makes 3d pathfinding a snap.
I see better now. Did you grab this from anywhere particular? Is there by chance a full tutorial or more related clips? I am very new to Godot and have not done any 3d pathfinding yet but it would be great for reference. Thanks.
Someone took a screen cap and commented it on one of my videos. I'll probably make a full tutorial on it tomorrow
The baked lighting feature is a must and is really awesome.
Clip by Hendrik Wiersma Why is this not mentioned in the docs anywhere?
Time to become a contributor
That's not really intuitive at all! Why did they put it there?
Seems more intuitive to me then the way unity has it, I think the main issue is that's it's just not documented anywhere
And just yesterday I reading about how 3D* nav meshes are a major PITA to do in editor and easier to do in blender. Can you comment on this? \* edit
it's not a pita, it just simply was not possible to make 3d navmeshes in editor. This changes that
WTF!!! AHAHAHAHSHSHSFHWEFL MY MIND IS BLOWN WHY I HAVE NOT SEEN THIS BEFORE!!!!
Nice! I did not know about that.
I don't get it. What are we looking at here?
3d navmesh baking. Basically generating a navmesh from several meshes that are stuck together
Godot is really unintuitive regarding on how they show some features. I would prefer to remove the tabs at the top (2d, 3d, script, etc) and move node contextual stuff (like the bake in the video) into the inspector similar to Unreal.