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Practical Tips for Optimizing Ray Tracing

Nvidia

To achieve high efficiency with ray tracing, you must build a pipeline that scales well at every stage. This starts from mesh instance selection and their data. To achieve high efficiency with ray tracing, you must build a pipeline that scales well at every stage. Parallel mesh processing for instance data generation.

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Dev snapshot: Godot 4.0 alpha 15

Mircosoft Game Dev

While this process is ongoing, we'll keep releasing alpha builds so here's 4.0 This alpha doesn't include official builds with.NET 6 support yet, as we still have more work to do to enable this. For users of previous alphas, we don't always have compatibility code to ease transition. alpha builds.

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Dev snapshot: Godot 4.0 beta 11

Mircosoft Game Dev

The illustration picture for this article is from The Mirror , an upcoming all-in-one game and game development platform currently in Closed Alpha. They've been building upon Godot 4.0 since early alpha releases; follow them on Twitter for updates. Buildsystem: Allow building X11 without Vulkan ( GH-70677 ). What's new.

Beta 106
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Learn How To Get Data From API in Unreal Engine 5 by Building a Virtual Art Gallery

DameDev.tv

We'll be able to build an entire virtual gallery using just this single custom actor. In our scenario, we have two systems, one is the application we're going to build, using the Unreal Engine, and the other is a web server that provides an API for retrieving data from a database of The Art Institute of Chicago (ARTIC).

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3D Content Interoperability with Topology-Free Modeling

Nvidia

Digital sculpting software, however, uses an extremely high-resolution polygon mesh (or a voxel grid). This mesh can be modeled like traditional clay with a vast array of tools, giving modelers more freedom and flexibility in their work. This is similar to the limitations of physical sculptures.

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Dev snapshot: Godot 4.0 beta 12

Mircosoft Game Dev

OBJ mesh import now supports vertex colors as exported by Blender ( GH-71033 ). iOS: Check Xcode output and display errors if code signing, project build or.ipa export failed ( GH-71212 ). Rendering: Take alpha antialising options into account when setting up materials ( GH-71261 ). NET 6 build (C#, GDScript, GDExtension).

Beta 111
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Godot 3.0 progress report #6

Mircosoft Game Dev

The new particle system uses meshes by default (to work with impostor quads, just create a QuadMesh and assign a material with billboard set to enabled). Mesh surfaces can also emit directed by normals: We wanted to include skeletal transform support to emission meshes, as it's not a lot more complex, but this will have to wait for 3.1 :(.

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