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Blender Depth Maps in Godot

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  This tutorial describes a method of using high quality, pre-rendered content from Blender in an orthographic, fixed camera angle game in Godot, mixed with real 3D assets that interact with the fake 3D scene in a consistent way, moving in front of and behind the scenery in the right places. This technique allows artists to create highly detailed scenery and other static elements, with the advanced rendering and lighting offered by Blender, without overloading the Godot game engine, therefore enabling your game to run on a wider range of devices, and still look great. The technique imposes some constraints on the style of game you can create, as the camera angle in the Godot game has to match the camera used to render out the assets in Blender, for this example, I use a simple orthographic camera, as it makes a lot of things easier. This technique allows you to create games not dissimilar to Homescapes and its ilk. There are many aspects to coherently integrating pre-rendered graphics