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On the latest stable release, I have a lot of trees, and the editor hitches as I move the camera around (but in-game it seems fine). Is this something other people have seen? Should I try a nightly ve…
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Related to #132
Refitting references [here](http://www.sci.utah.edu/~wald/Publications/2007/ParallelBVHBuild/fastbuild.pdf).
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## What problem does this solve or what need does it fill?
Currently lots of logic related to gLTF loading is embedded into scene creation within the loader. This means one can't easily customize h…
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## Description
System must take as input:
- List of active light indices as SSBO
- PRoperty Pool of Lights
- ~~ZBuffer or Hi-Z buffer (needs to be of the padded to PoT but not stretched variety)…
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### Godot version
4.0alpha13
### System information
Win 10/64 NVIDIA GeForce GTX 1060/PCIe/SSE2
### Issue description
Summary of sub issues:
* Proximity fade has broken z-ordering
* P…
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As the title said, i'm getting constant errors about collision box being too big (?)
I have an few other mods, which are:
SecurityCraft
Balm
Chisels and Bits
Create
Eureka
Flywheel
FramedBlock…
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Hello, currently the brute force method finds significantly more triangles than my tree method. First, #33 states that it was a bonus since it was not covered in class, is this still the case? It was …
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Lately I've been interested in getting some simple collision detection and response working.
**Note** Let me just be clear right up front; I'm not talking about the same type of functionality a _phys…
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This is a question about the proper way to handle an object that is moving around in an r-bush. Would one remove the object and add it every time it moves, or is there a more efficient way? In the doc…
m0ose updated
3 years ago
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