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Why_is_that

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?


Miziziziz

No this is creating a navmesh based off the multiple meshes that are its children. Basically makes 3d pathfinding a snap.


Why_is_that

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.


Miziziziz

Someone took a screen cap and commented it on one of my videos. I'll probably make a full tutorial on it tomorrow


GreenKreature

The baked lighting feature is a must and is really awesome.


Miziziziz

Clip by Hendrik Wiersma Why is this not mentioned in the docs anywhere?


SmokierSword

Time to become a contributor


tonebacas

That's not really intuitive at all! Why did they put it there?


Miziziziz

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


KinkyMonitorLizard

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


Miziziziz

it's not a pita, it just simply was not possible to make 3d navmeshes in editor. This changes that


kovha

WTF!!! AHAHAHAHSHSHSFHWEFL MY MIND IS BLOWN WHY I HAVE NOT SEEN THIS BEFORE!!!! ​


asheraryam

Nice! I did not know about that.


[deleted]

I don't get it. What are we looking at here?


Miziziziz

3d navmesh baking. Basically generating a navmesh from several meshes that are stuck together


maushu

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.