2026-04-23 –, Theatre 2
About Godot's LOD and HLOD capabilities; talk is beginner friendly but also contains items that should be interesting to veteran users.
- LOD and HLOD basics and pitfalls (of which there are quite a few)
- How to improve cross fades beyond the default offered methods
- Shadow issues stemming from cross-fade use and their workarounds
- Godot's default spherical approximation LOD selection method (visualized, and its implications for wide-screen supporting games, among others)
- The infamously vague (yet well behaved and useful) ArrayMesh add_surface LOD argument (going onto rendering server culler's edge-length).
- Alternative LOD Selection methods in existence (visualized, and demo with custom Godot build supporting them)
- The "Threshold pixels" project settings and per item/viewport LOD biases
This talk is a good background primer for my other talk: "The long road to a million trees"
History as business analyst, development manager and product owner, on a foundation of a strong technical background. Long time ago (android 1.6 era) once wrote a OpenGL renderer from scratch for a Android game. Now into Godot; making subsystems for rendering, NPC vision/hearing/situational awareness, enhanced 3D audio, etc.