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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.
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. Import: Fix usages of mesh simplification functions in float=64 builds ( GH-67853 ). What's new.
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. Import: Fix usages of mesh simplification functions in float=64 builds ( GH-67853 ). What’s new.
Mainly I focused on generating grass that bends in the wind and some fern like plants, but what comes next is usable for all kind of meshes. Batching means to combine mesh objects that share the same material or that are marked as static in the Unity inspector. In my case I had terrible FPS with just some thousand mesh instances.
It can be directly in the AS build calls or in some related task like the culling of the objects. Cull instances for TLAS. Instead, cull instances depending on the situation. For example, consider culling based on an expanded camera frustum. Moving the CPU work to one or more worker threads is potentially beneficial.
I have also set up Culling Mask so that the camera captures only the things with the correct layer. On top of this, I added another mesh with custom shader, this time, for refraction. 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.
alpha builds and maintenance releases for the stable branch ( 3.4.3 , 3.4.4 This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Anything behind the polygon will be culled from view. It's already been 2 months since 3.5 Between biweekly 4.0 x branch and this new 3.5
alpha builds , we're trying to release 3.5 This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Anything behind the polygon will be culled from view. Rendering: Bind mesh merging functionality in MeshInstance ( GH-57661 ). We're getting closer to the Godot 3.5
alpha builds , we're trying to release 3.5 This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Anything behind the polygon will be culled from view. Rendering: Bind mesh merging functionality in MeshInstance ( GH-57661 ). We're getting closer to the Godot 3.5
alpha builds , we're trying to release 3.5 This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Anything behind the polygon will be culled from view. Rendering: Bind mesh merging functionality in MeshInstance ( GH-57661 ). We're getting closer to the Godot 3.5
with 17 alpha builds distributed in 2022, and continuous development effort since 2019. You may have already seen some of this content on social media, in blog posts, or in alpha release notes. The new NavigationServer supports fully dynamic environments and on-the-fly navigation mesh baking. It has been a long road to Godot 4.0
Still, this workflow is easy and efficient as 3D objects get a second set of UVs generated on import, and baking works with instantiated meshes, scenes and even GridMaps. It parses your code and automatically understands what you are trying to do (such as writing to alpha for transparency, reading from screen, etc.) In Godot 3.0,
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