- Edited
Hello there.
This is a proprosal for Grass Plugin 4 Godot 3.0 (yes, this is too the third refactory of the plugins code) _
Since Godot 1.1 the original Grass Plugin has fallen.
Some people dedicate his time to help me, but with new Godot 3.0 the plugin need a rewrite in core.
I dedicate this thread to discuss the implementation in Godot 3.0 render engine and feature requests.
For now the plugin need the basic changes:
1. Rewrite ui integration with editor
The actual ui appears useful, but the integration in editor environment need rewrite on the hack used to put a pencil in screen.
2. Decide the better way, to install/unistall the plugin in Godot
Since 1.1 is not global plugin suport anymore.
Current design of plugins in Godot consider it as used to a part of projects, and shared between team members, but this plugin is not designed to work as a part of a project, and in a team is useful just to 3D creator to put grass in scene; It result in a lot of unecessary files in project file!
3. Change the saved data format to a tscene compatible format
The actual plugin save data in a script inside project, it result in a little performance loss on startup, and some users consider this meta-code very intrusive;
The new default format tscene of Godot is usefull to solve it, save the entire arrays in final objects inside a Godot scene, but I not know how save plugin meta data.
4. Optimize final product to render performance;
Current plugin render use AABB system to swap between lod levels and number of rendered itens; This is effective to increases the performance (I tested in mobile), but I not know the new Godot's internal render to make it better; And need a other work to make this system dynamic in real time.