Remove Alpha Remove Culling Remove Platformer
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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. Physics: Allow to apply the angular velocity of a moving platform ( GH-63650 ). What's new.

Beta 106
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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. Physics: Allow to apply the angular velocity of a moving platform ( GH-63650 ). What’s new.

Beta 81
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Dev snapshot: Godot 3.5 beta 4

Mircosoft Game Dev

alpha builds , we're trying to release 3.5 In this build, we also built it for 32-bit platforms (armv7 and x86) as there was some demand for it, so you'll find the APK is a bit heavier. Anything behind the polygon will be culled from view. We're getting closer to the Godot 3.5 stable release with a fourth beta snapshot!

Beta 52
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The next big step: Godot 4.0 reaches Beta

Mircosoft Game Dev

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. It was added relatively recently and so has not been tested in the alphas as much as other features. It has been a long road to Godot 4.0

Beta 52
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Godot 3's renderer design explained

Mircosoft Game Dev

Added to that fact, Vulkan still has years to go until it's properly supported in most desktop and mobile platforms, which makes it unattractive to implement for us (as it means considerably more effort to write, debug and maintain). Great alpha blending support. I'm not trying to say that these APIs are useless, though. Light setup.

Render 52
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Godot 3.0 is out and ready for the big leagues

Mircosoft Game Dev

It parses your code and automatically understands what you are trying to do (such as writing to alpha for transparency, reading from screen, etc.) Using GDNative, it's possible to easily extend Godot in C/C++ without recompiling the engine, and that for any platform. Here is an example using the older 3D platformer demo: VR support.

Render 52