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#godotengine

80 posts20 participants0 posts today

Sometimes developers put up blog posts talking about developing their game, but it's not every day you read about how they had to deal with earthquakes, cockroaches and broken bones. And yet, Clumsy Bear Studio still managed to get the Hungry Horrors demo out on Steam.
gamingonlinux.com/2025/04/eart

GamingOnLinux · Earthquakes, cockroaches and broken bones didn't stop the Hungry Horrors demo releasingBy Liam Dawe

Sometimes developers put up blog posts talking about developing their game, but it's not every day you read about how they had to deal with earthquakes, cockroaches and broken bones. And yet, Clumsy Bear Studio still managed to get the Hungry Horrors demo out on Steam.
gamingonlinux.com/2025/04/eart

GamingOnLinux · Earthquakes, cockroaches and broken bones didn't stop the Hungry Horrors demo releasingBy Liam Dawe
Replied in thread

Anyway, I ended up making my own nav-mesh generator, to satisfy my need for nice and orderly shapes.

It uses the vertices and surface normals in a given mesh, to decide what surfaces should be part of the nav-mesh.

And far as I can tell, it's working beautifully.

Replied in thread

I appreciate your work, author of the NavigationRegion3D node, I really do... but can you please not be so opinionated about how much floating point precision you think people need? So much so that you even override the user's floating point precision settings to round numbers up to 2 decimal places?

I can't even set the cell size to 1/8th or 1/16th, without this tool rounding cells up to an irregular value that creates all kinds of artifacting and errors in the navmesh of my otherwise nice, orderly grid tiles.

I'm about to just write my own navmesh editor, I swear...

#GodotEngine #Blender #PipeLine

So, this is a little bit exciting. One can get Geo-Node *instances* into Godot, and they use the *same* mesh data!

It's all down to the "Export Geometry Nodes Instances" toggle in the import panel.
(Oh, and set "Modifiers" to "All Modifiers".)

Just be sure, in your Geo Nodes, to *not* use a "Realize Instances" node. (When you do, it's the same as joining all the meshes into one.)

🦇