Hello, I will add a grass and a couple of asets and next week I'm release to itch.io or github. not a game play...maybe I could add some walking character...maybe a pirate but we'll see :) island-scr-09.png

twitter.com/ArtsSchuster

Looks great @Schuster! I look forward to seeing it progress :smile:

Thanks,....the demo is almost done, but I will give some more vegetation and I will put it on github...it will be better because it is just a graphical test demo.

....there is some grass :) 2500 instances...and 6 fps result in window mode 720p :o island-scr-16.png Island.. island-scr-17.png

Have you tried using MultiMeshInstance instead of lots of MeshInstance nodes?

@Calinou said: Have you tried using MultiMeshInstance instead of lots of MeshInstance nodes?

Yes,...grass is a Multimesh instance but trees not...I placed them manually.

p.s I have only integrated gpu hd2500 so that's why low fps.... :) also thanks to the half-resolution mode in the editor, the island can still be modified in some way.

5 million vertices seems a lot though. (But I can't tell if these numbers are right because that display doesn't seem to work properly on GLES2 which I use)

Is your terrain-mesh that fine and/or do the trees have that many vertices? (The Blender "Decimate" modifier might help.)

Also, many alpha textures put load on some low performance gpus (including mobile). (The more screen area coverage the worse, it seems.)

You could replace the grass model with a texture if there is a problem, old games do that. (I dont know anything about making 3D games :D)

@wombatstampede ....individual trees models do not have so many polygons...all is a low-poly....what's missing is a robust lod system and lod terrain. also Godot does not have modern techniques eg. Octahedral Impostors....this is great for big forest areas...you do not really know that it's not a real 3d model only texture atlas......look there https://shaderbits.com/blog/octahedral-impostors/

.....so Godot not ready for large wooded landscapes.

@AlexandrosKap ...the grass assets has a texture....all 3d models have mostly textures....you probably think the billboard sprites?....these were used in older games and today they are used too......here in this demo I used a billboard texture on such lianas as it hangs from the trees.

Today I worked and added the background loading with a progress bar ...I first proceeded according to the documentation....but the script did not work for me somehow :) ...and in the documentation it is not very friendly for the beginners written...so I looked into the official demos and there the background loading script is awesome....it works reliably....thanks for that.

This impostor tool/code/shader looks cool. And even suited for mobile devices. Thanks for the link!

My trees look horrible at the moment. Performance is not the real problem though but the looks.

But my most ennerving problem is the splatshader on mobile devices with half-precision float UVs but that's getting off topic.

@wombatstampede ....looks good for a very low-poly but yes, trees...would deserve to improve...maybe a better texture....I can see some mirroring/kaleidoscope texture issues on the spherical trees...it would like to change the uv mapping and texture to see more leaves of trees....and make seamless texture in the Gimp....if you do not use alpha planes.

I just got the master branch, rechecked the altered files where in and did a build. I noticed no improvement (fps-wise) for my project (GLES2). Perhaps this is more relevant for 2D projects? Anyway, always good if performance bottlenecks are found. Thanks for telling us!

@"Ace Dragon" Thanks,...yesterday was released beta 9....so I try to test. Also I applied leiget's simple distance LOD on the most trees....and I have to say it helped....fps increased by about 6-7fps...not much but when I turn the camera to the center of the island where the most trees are, the camera is smoother and in the window mode (720p) I get to the nearly 30fps :).....but only near the beach where there are not so many trees.....so leiget's LOD helped but not so much.

I made a sculpture of a mythical goddess for the island...I got the idea to implement a simple puzzle for this demo.......also the island is not completely out of life.....birds fly around(seabird - marine bird).

....a better ground texture

I downloaded beta10 and the sun looks bigger.... :o :) ...at beta 9, it looks like I set it up.

...also today I worked on the grab and drop item system for the puzzle part....and works great.

8 months later

Hi guys,....just update about fps for this demo...so...this week I bought a better cheap GPU... Gigabyte ™ OC edition GeForce® GTX 1050.....so i'm ready for a Vulkan® API =) ....so with the same number of polygons in the demo i don't go under 60 fps in fullscreen 1280x720 , AFL 8x, MSAA 2x.....so that's great ? Island demo in 60 fps.... island-27-Ge-Force-GTX1050.jpg