We’ve prepared a new example showing how to create billboarding in your games! 🌲

It includes two modes:
- always face the camera - like the smoke ☁️
- lock rotation to a vertical axis - trees and rocks🌲🪨

We combined here 3D models by @KayLousberg and 2D screenshots of 3D models by @kenney for trees and rocks!

Check it out online:
https://defold.com/examples/material/billboarding/

#MadeWithDefold #vfx #rendering #gameengine #3D #gamedev #indiedev #solodev

@defold @KayLousberg @kenney
Not that I particularly care, but back in the day some literature tried to standardize the terminology:
All of the 2d things that act as 3d things are "impostors"
Stuff that always faces the camera is "billboard"
Stuff that is locked in one axis is "nailboard".

Might have been "real time rendering", but I'm too lazy to go pick it up and check.

@sol_hsa @defold @KayLousberg What I learned about terminology in game development; don't rely on it, everyone has a different interpertation
@kenney @defold @KayLousberg Sometimes on purpose! Just look at all the 3d packages, they just *have* to have a different name for the same thing.
@sol_hsa @defold @KayLousberg I don't think it's on purpose, there's just a lot of ambiguity

@kenney @defold @KayLousberg Oh I'm sure it's on purpose in some cases. One 3d modelling software uses "point light", another says "omni", and third says "lamp".

I think the idea was to get artists so used to one package's terminology that they don't want to change to another.