bitinn,
@bitinn@mastodon.gamedev.place avatar

Testing out import pipeline lately, in particular its blend file import features (Godot imports automatically as glTF on file change).

Some curses of going through glTF format:

  1. one cannot setup instanced meshes unless EXT_mesh_gpu_instancing is supported (which Godot doesn't yet), so if you use to generate stuffs, you had to Realize it and lose the perf benefit.

  2. glTF is a last mile format, so you cannot keep 100% your data intact.

EMR,
@EMR@mastodon.sdf.org avatar

@bitinn GD4 importing seems to munge animations far less than GD3, but the process still has sharp edges.

Also to make gltf export work I needed to install numpy through my system package manager, which, owch.

bitinn,
@bitinn@mastodon.gamedev.place avatar

One thing I plan to do is to generate a town in Blender via GN then import the resulting scene as mesh instances.

At the moment, there are no easy way to achieve this; I think the 2nd best approach would be to import a set of modular meshes and a mesh acting as a point cloud (since latter isn't available in glTF yet), then use MeshDataTool to read then respawn instances inside Godot?

Feels slow but perhaps doable for a mid-size scene? Any better idea here?

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