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Godot 4.0 optimization progress report

Mircosoft Game Dev

Before getting into the GPU side, several optimizations have been done on the CPU side: Culling is now done in a brute-force way which is extremely cache efficient. Everything in the main frame is culled at the same time, objects, light cascades, SDFGI cascades, etc. These test do culling on 10k objects.

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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. since early alpha releases; follow them on Twitter for updates. Rendering: Ignore depth draw optimization when using depth draw alpha prepass ( GH-70884 ). What's new.

Beta 106
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Dev snapshot: Godot 4.0 beta 5

Mircosoft Game Dev

Rendering: Added Viewport canvas cull mask feature ( GH-52350 ). Rendering: Use opaque rendering pipeline for alpha hash materials ( GH-61884 ). Rendering: Fix alpha hash by correcting typos and doing calculations in object space ( GH-68673 ). Rendering: Default to OpenGL3 driver when using the project manager ( GH-67593 ).

Beta 99
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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. since early alpha releases; follow them on Twitter for updates. Rendering: Ignore depth draw optimization when using depth draw alpha prepass ( GH-70884 ). What’s new.

Beta 81
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Full Unity 2D Game Tutorial 2019 – Making Mini Map Mask

Game Development

Finally we update the culling mask and remove the default layer by clicking on it. This will be the mask which shows or hides part of our map based on the alpha value of the mask texture we will add. Masking allows us to show only a portion of a texture based on the alpha value of another texture.

Texture 52
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Practical Use of Render Textures

The Knights of Unity

I have also set up Culling Mask so that the camera captures only the things with the correct layer. This way, it doesn’t have to render unnecessary elements twice, and the captured texture has black background, so I can use it as alpha. This is not obligatory though, you can also render everything.

Texture 52
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New improvements for GPUParticles in Godot 4.0

Mircosoft Game Dev

They are dynamic and can be moved around in real-time, colliding with any particle system which matches the cull mask. Additionally, a 3D vector field texture can be provided for use with vector fields generated in Maya or other tools. Likewise, Sphere and Box colliders are supported. Baked SDF Collision.