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Modern games render staggeringly complex 3D environments, simulate entire cities teeming with life, or hordes of zombies charging at you. How do they harness the absurd power of today's hardware? With compute shaders.
3D rendering is a complexe topic. Godot, as a game engine, does a great deal of effort to abstract and simplify that topic to be as user friendly as possible. Still, a lof of sections in the documention make much more sense when you really understand what's going on in your GPU. Here's what you need to understand about the rendering pipeline.
In this post, I’m going to detail some techniques that I use to apply a dynamic pixel-art texture to a 3D terrain in Godot.
Last time I got really excited by a game trailer was when i discovered Terra Nil.