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Just wanted to say thank you

Open BluntBSE opened this issue 10 months ago • 1 comments

Howdy!

I couldn't find any other way to get hold of you, but this whole extension rules. I was doing something similar to this by recalculating CSGs, but it was very performance intensive. Thanks so much for releasing this! I hope to take a crack and fixing the oscillation demo for you soon, it seems broken in Godot 4.

BluntBSE avatar Feb 12 '25 22:02 BluntBSE

I had my e-mail on my profile, but I understand if that's a bit antiquated heh. Thank you for dropping a line, I really appreciate it. I'm glad my foray into mesh generation and shaders can be useful to some.

I also get concerned about performance. MeshInstance is way faster than CSG, probably because CSG does mesh boolean and stuff. Try not to use CSG if you're going to update its position/rotation! The nice thing about my method is that the shader does a big part of the work, but updating the mesh from the script side is not as fast as I want it to be. I make a completely new ArrayMesh every curve update (or every FRAME if using Trail3D), there's probably a way to mitigate that reallocation... Something something rendering server blabla...

The oscillator scene is indeed a relic from when this was started in 3.x, mostly a toy for testing performance. I haven't checked any of these demo scenes in a long while, apart from addons/godot-polyliner/demos/demo/Spatial.tscn.

It's a bit bittersweet when I think about it, that some folks use this addon despite the fact that I don't maintain it or update it on the Asset Library. All considered, I might just get back to it sometime. And, personally, can't get tired of writing a fancy-pants line shader. I'll tell you that much :)

Firepal avatar Feb 12 '25 23:02 Firepal