One option is itch.io.
The occlusion will only work on chunks that are completely behind the occlusion shape. The terrain itself will not occlude other parts of the terrain unless it is divided into chunks and run with occluder objects in the scene. This is because the terrain AABB is still visible.
I made an image in Blender that explains a bit … imagine there’s an Octree underneath and the terrain is divided into chunks. The code detects enclosed Octree cubes and they appear as checkered. The terrain chunk with the smaller hill could be completely occluded when standing on the larger hill behind the big interior cubes.
“occluder” refers to the shape blocking the view, while “occludee” refers to the object being hidden.
So if I understand correctly, the most effective way is to split the terrain by valleys and hills, then use an ArrayMesh to copy their shape.
We should avoid using box shapes since they’re highly inaccurate.
When standing in front of a hill, it serves as an occluder for any lower hills and valleys behind it (occludees).
Any tips on which type of post layout to choose to make this as beneficial as possible for the rest of the Godot community?
Its much more like a triangle.
The standard answer to this, i think, is that the occlusion objects should be sinplified representations of the actual geometry. Boxes and quads are actually very good occlusion objects. If you render a copy of the terrain mesh then you double the memory required for the terrain, the occlusion renderer, embree, is then used to rasterize on the CPU all those polygons onto the occlusion buffer, this takes time, costs power, and can cause the render thread to wait for the occlusion process.
I think “Tech Dis (more)” or “Game Design” would be appropriate here.
It’s just… I’m not sure, but maybe it would make more sense to post this as a project rather than a post.
So, I’m reserving OccluderInstance3D mainly for buildings and interiors, as it seems to have a much better use case there. Looking at The Witcher 3 maps, they seem to be divided by a grid; the terrain itself is rarely too expensive—it’s usually the foliage where performance hits occur, which HLOD should handle. I also keep thinking about data streaming. The ‘adding child’ method I saw in someone’s post seems to cause thread-blocking issues, so my focus for now is on preloading and Apple’s argument buffer technique.
@OleNic What do you think? Which of these options is the best fit for a micro-blog?
Blog post I’d say for each “chapter”, maybe an announcement for the initial post ?
Cheers, look forward to checking it out ![]()
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I posted a short announcement 30 minutes ago. Hopefully, it will go live soon.
Update: Still not working. I deleted it and will try again later.
That happens with new itch.io accounts. Just give it time.
itch.io support is being veeeery slow to respond right now.
Maybe you could share updates on the development process on Mastodon.
Have you thought about setting up your own website with a dev-blog?
Not much, but it’s probably better to use Mastodon. I’m not too keen on a website because of the effort to keep it updated.
Created a Mastodon account and I’m currently waiting for approval.
In the meantime, I somehow ended up building this character customizer instead of actually working on the data stream, lol.
They don’t react very quickly there either, though they’re faster than itch.io.
That’s pretty cool. I have a character customizer I made for KayKit models that allows you to swap out body parts and skins. You can make a lot of different NPCs just with the standard Adventurers set (including extras).
I made this back in Godot 4.4 with the old versions of the KayKit models though and haven’t had a chance (or reason) to update it since then.
FWIW, I like posting on itch. My Devlogs usually get 100-200 views on there. Of course there’s virtually zero engagement. But I write it mainly for me. That could also be that a lot of people come from links here so most of the engagement happens here.
That looks nicely done!
Do you mind including the link to it here?
Is it mainly a UV map position change, a texture swap with mesh swaps, and hiding/unhiding child nodes, or are there some other mechanics at play?
I put it up temporarily. It has paid content from KayKit’s Adventurer’s Pack Extras in it that I couldn’t easily remove. So I’m trusting that anyone downloading this will not use those paid models in another project without purchasing them.
It’s just a mesh swap and texture swap.










