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Dev snapshot: Godot 4.0 alpha 7

Mircosoft Game Dev

alpha 7 comes with one week delay on our every-other-week release schedule, since I was taking some time off :) But that means it got time for even more features and bug fixes to be finalized, reviewed and merged. See past alpha releases for details ( alpha 1 , 2 , 3 , 4 , 5 , 6 ). alpha builds. This new 4.0 Bug reports.

Alpha 52
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Spine Animation problem with premultiplied alpha

Cocos

I use baked animation but it just a little help. My 3d model animation work fine in preview. But when i put it in scene and run, It’s have a mistake of render at the teeth and neck of character like the picture below. The teeth can see through the neck. My project here: BugCocos.zip - Google Drive [image]

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Dev snapshot: Godot 4.0 beta 12

Mircosoft Game Dev

Navigation: Fix for navmesh baking when parsing StaticBody colliders ( GH-70904 ). Rendering: Take alpha antialising options into account when setting up materials ( GH-71261 ). Import: Add vertex color support to OBJ importer ( GH-71033 ). Navigation: Add NavigationServer performance monitor ( GH-70731 ).

Beta 110
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New improvements for GPUParticles in Godot 4.0

Mircosoft Game Dev

Baked SDF Collision. It bakes an area of a custom resolution as a signed distance field. They are dynamic and can be moved around in real-time, colliding with any particle system which matches the cull mask. Still, for complex interiors, creating all the collisions with boxes and spheres can be a hassle.

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Dev snapshot: Godot 4.0 beta 12

Mircosoft Game Dev

Navigation: Fix for navmesh baking when parsing StaticBody colliders ( GH-70904 ). Rendering: Take alpha antialising options into account when setting up materials ( GH-71261 ). Import: Add vertex color support to OBJ importer ( GH-71033 ). Navigation: Add NavigationServer performance monitor ( GH-70731 ).

Beta 85
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GDScript progress report: Feature-complete for 4.0

Mircosoft Game Dev

One of those is reducing the number of addressing modes , which will help us eventually have instructions with addressing modes baked in. alpha, so more users can test it to verify how it's working. The small things can wait a bit longer to when we reach the bugfixing round after alpha is released.

Feature 52
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Animation data rework for 4.0

Mircosoft Game Dev

In game engines (or even when exported from the 3D modelling application), animation data is baked to a simpler representation because, for games, processing beziers and IKs is way too expensive for real-time. alpha is around the corner now (we have been pushing pre-alpha builds recently), so looking forward to a release soon!