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On a top-down 2d canvas, I’m giving life to a little car, driving through the sand.
I have started to use a shader to mix some colors with a viewport texture that renders a mask of the player’s position- to use as the car’s tire trail and hopefully for sand particles being pushed around.
These tracks I plan to keep throughout the game, but I obviously want to optimise the entire draw process.
A Line2D would be easier, but how expensive is it on the performance?
How much Line2D instances/how long of a single Line2D can Godot handle?
My assumption is to use a shader. I’m having the same debate with a GPU Particle system versus making the shader handle sand particles movement(somehow).
How’d you approach it? The desired effect is a grainy terrain that’s fun to drive around.
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Mohammad Kashif | 2023-05-23 17:47