I'm really liking #GodotEngine so far, but one huge thing it was lacking was a way to do decals in 3D. So I made one myself. Still needs some work on the materials side, and some work to make it scale better in huge scenes due to the way it gathers geometry. #gamedev
The big limitation now is that it has no efficient way to gather geometry. Now it collects every Mesh where the MeshInstance (or a parent) is in a "splattable" group, and does AABB/AABB checks on the mesh and then AABB/tri checks on each tri.
I don't want to have to make individual Area nodes for each chunk of geometry to consider. Seems like very manual spatial partitioning. Also cluttering up the scene hierarchy with extra junk. But it would probably work so maybe it'll be a last resort.