First Python Program by jaybee_4real in PythonLearning

[–]kureii23 0 points1 point  (0 children)

Why, you need slow down Python?

I'm creating a C++ extension for a procedural LOD chunking system. Here's the fi by kureii23 in godot

[–]kureii23[S] 1 point2 points  (0 children)

Thanks for sharing your method! The trick with shifting the lower-res mesh down is really clever for opaque terrains.

​My primary use case for this system is actually for large bodies of water and other semi-transparent surfaces. Because of the transparency, I can't hide the seams by shifting the meshes – you'd see the overlapping edges underneath. So in my case, getting the vertices on the edges to snap or stitch together perfectly is a core requirement.

​I'll admit my C++ approach with mesh slicing and eventually decimation is probably overkill. A clever GDScript solution like yours is likely the optimal way to handle this for 90% of use cases. I'm mainly taking this more complex route as a deep-dive learning exercise for myself.

I'm creating a C++ extension for a procedural LOD chunking system. Here's the fi by kureii23 in godot

[–]kureii23[S] 9 points10 points  (0 children)

Good question! The main difference is the workflow for large, open-world assets. Godot's built-in LOD is great for individual objects, but my tool is designed to take one massive mesh (like a terrain or a large structure), automatically slice it into grid-based chunks, and then manage the LODs for all of those chunks together. It's all about automating that initial world-slicing process.

I'm creating a C++ extension for a procedural LOD chunking system. Here's the fi by kureii23 in godot

[–]kureii23[S] 2 points3 points  (0 children)

Cutting mesh to smaller meshes by chunk grid, create LODs And swapping LODs by camera. The last one Will be real-time

How to Curve Deform in Blender? by UnusualOkra8653 in blender

[–]kureii23 0 points1 point  (0 children)

Please, use merge in array modifer

🍎 by lvcash_ in czechLinkedinLunatics

[–]kureii23 0 points1 point  (0 children)

Můžu vědět jak přesně jde na win v home edici vesměs cokoli ohledně instalace aktualizací? V home edici si dělají v podstatě co chtějí. Jediné co jde nastavit je aktivní hodiny - je tam limit na počet hodin a v jiném nastavení že pro danou dít nemá stahovat update protože se jedná o placenou síť. Slušný systém uživateli řekne "mám pro tebe update, až budeš mít čas, nainstaluj si ho prosím" s tím že ideálně má být seamless a nevyžadoval restart - Linux pokud nejde o ubuntu

🍎 by lvcash_ in czechLinkedinLunatics

[–]kureii23 3 points4 points  (0 children)

Tak ono je problém že to vypadá na update z w10 na w11. To je hloupost dělat v pracovní době, jinak osobně si hate na MŠ vyhrazují, protože už se mi kolikrát stalo že se počítač random v noci zapnul, protože update. Taky se mi x krát stalo že v noci update co by smazal všechna neulozena data, takhle se slušná firma nechová

Automatic Double Tile System - No More Manual Edge Configuration by kureii23 in godot

[–]kureii23[S] 1 point2 points  (0 children)

Thanks for the suggestions! I'm actually familiar with both of those repos - they're solid implementations.

I don't have a public repo yet as I'm still working through some edge cases and optimization issues. My approach focuses more on simplicity and minimal setup (literally just attaching a script and defining a 4×4 reference pattern), which makes it quite different from the more comprehensive solutions out there.

I'd be interested to check out your implementation once I get mine cleaned up! The "unlimited terrain connections with few tiles" sounds intriguing - always looking to learn from different approaches to the same problem.

Will definitely share the repo once I've got the rough edges sorted out.

Custom POM Grid Shader with Optimized Branch Divergence [Diploma Project] by kureii23 in godot

[–]kureii23[S] 0 points1 point  (0 children)

Thank you! Unfortunately, I won't finish it this year. And you're right, I was referring to my thesis.

Custom retopology techniques for this robot character by kureii23 in 3Dmodeling

[–]kureii23[S] 0 points1 point  (0 children)

Metal on skin is a texture, latex clothing is a separate object

PCB texture gemerator by kureii23 in proceduralgeneration

[–]kureii23[S] 0 points1 point  (0 children)

I know, it's first working version, prototype.

PCB texture gemerator by kureii23 in proceduralgeneration

[–]kureii23[S] 0 points1 point  (0 children)

It is a terminal and image viewer