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> 3D open world / large landscape, and console development. Will it be a good choice for FPS shooters taking place primarily in closed spaces like buildings, e
by kumarvvr 6y ago
> 3D open world / large landscape, and console development.
Will it be a good choice for FPS shooters taking place primarily in closed spaces like buildings, etc?
- jay_kyburz 6y agoThere is no built in occlusion system. So I would say no.
- TeMPOraL 6y agoWait, so if it's not good at 3D outdoor scenes, and not good at 3D indoor scenes, then... what is it good at, in terms of 3D games? That would only leave 3D models + minimal scene (e.g. top-down/isometric games), which minimizes the amount of occlusion?
- follower 6y agoWith regard to 3D indoor scenes, performance is entirely related to the complexity of the scenes & how much effort is put into loading/unloading non-visible areas etc. For a couple of data points, here is the official Godot third person shooter demo: https://github.com/godotengine/tps-demo https://github.com/godotengine/tps-demo And you can also find "Platformer 3D" demo here (playable in browser too): https://godotengine.github.io/godot-demo-projects/ https://godotengine.github.io/godot-demo-projects/ The showcase also has some 3D games that have been produced: https://godotengine.org/showcase https://godotengine.org/showcase Also TailQuest in development 3D Platform/Puzzle: https://www.reddit.com/r/godot/comments/gnfjn9/tailquest_so_what_is_it_our_game_tower_defense/ https://www.reddit.com/r/godot/comments/gnfjn9/tailquest_so_... Various people have experimented with voxel worlds and other things which push the limits of the engine & are viewable on YT. In short, with 3.0, Godot isn't competing with, say, Unreal in the 3D realism stakes but it still has more 3D capability than most people who start to make a 3D game will actually hit when the scope of the work required becomes apparent. :)
- jay_kyburz 6y agoAny game where camera frustum culling can easily cull the number of object rendered. So when the camera is pointing in a fixed direction and you have control what moves in front of it.
- alkonaut 6y agoOcclusion culling is one of the big features of 4.0.
- badsectoracula 6y agoFWIW it depends on the environments. Oblivion also doesn't have occlusion culling at all yet it ran on the original Xbox 360.
- deleted 6y ago[deleted]
- keyle 6y agoYes if all your walls are individual meshes and you use large slabs for the ground (not the entire map being a floor). If you're keen on this, I recommend using Trenchbroom for level design and the plugin that goes with it in Godot, it's pretty cool! (Qodot)
- lewispollard 6y agoThough you can use the MultiMeshInstance node or SurfaceTool API to create and combine meshes at runtime.