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.

a month later
2 months later
a month later

Sorry for delay. I waithing for "time" and "beta" from GDNative (well, maybe not be necessary GDNative, but it can make array work less hard)

12 days later
9 months later

At this time Godot GDNative library are a bit stable, but I started a project diferents parts, a C, a comon plugin, and the design. This is a proposal icon to show in editor!

2 months later

Hey @marcosbitetti are you still developing this? I'm anxious to see it in Godot 3 :smile:

-emo

yes, the dev is waiting for Godot to solve some issues in native client api

@marcosbitetti said: yes, the dev is waiting for Godot to solve some issues in native client api

Understandable. Hopefully soon right?

-emo

2 months later

https://youtu.be/Xo_5wAoB0b4 I have success to start a project in C++, new implements in GDNative finally work.

The bad news... ALL my interface work are lost! My HD fails... next week I will get it to a data recovery company to try to rescue my data.

@marcosbitetti said: https://youtu.be/Xo_5wAoB0b4 I have success to start a project in C++, new implements in GDNative finally work.

The bad news... ALL my interface work are lost! My HD fails... next week I will get it to a data recovery company to try to rescue my data.

You could have put sources on GitHub ?

@MagicLord said:

@marcosbitetti said: https://youtu.be/Xo_5wAoB0b4 I have success to start a project in C++, new implements in GDNative finally work.

The bad news... ALL my interface work are lost! My HD fails... next week I will get it to a data recovery company to try to rescue my data.

You could have put sources on GitHub ?

When it be consistent,

@marcosbitetti said:

@MagicLord said:

@marcosbitetti said: https://youtu.be/Xo_5wAoB0b4 I have success to start a project in C++, new implements in GDNative finally work.

The bad news... ALL my interface work are lost! My HD fails... next week I will get it to a data recovery company to try to rescue my data.

You could have put sources on GitHub ?

When it be consistent,

Put the code you are working on on GitHub i was saying, this way if your HD fails your code is available on your GitHub.

Or choose Gitlab, as far as I know you can keep your files private.

@marcosbitetti said: https://youtu.be/Xo_5wAoB0b4 I have success to start a project in C++, new implements in GDNative finally work.

The bad news... ALL my interface work are lost! My HD fails... next week I will get it to a data recovery company to try to rescue my data.

Ack! That is no good @marcosbitetti ! I know that has to be very frustrating!

-emo

First test render. Using a multimeshInstance as the usual. It is the begining, the plugin need a background service to manage and load stence amount of data. And some benchmarks strategy.

[edit] first tests show 339.697 microseconds to instantiate 10.000 instances

This is exciting! Glad to see you're working on it again!

-emo