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Dev snapshot: Godot 4.0 alpha 5

Mircosoft Game Dev

We're continuing on our fortnightly release schedule for alpha snapshots of Godot 4.0 - this time with 4.0 See past alpha releases for details ( alpha 1 , 2 , 3 , 4 ). Be aware that during the alpha stage the engine is still not feature-complete or stable. alpha builds. Known issues. Bug reports.

Alpha 52
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Dev snapshot: Godot 4.0 alpha 4

Mircosoft Game Dev

We're continuing on our fortnightly release schedule for alpha snapshots of Godot 4.0 - this time with 4.0 See past alpha releases for details ( alpha 1 , alpha 2 , alpha 3 ). Be aware that during the alpha stage the engine is still not feature-complete or stable. alpha builds. Known issues.

Alpha 52
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Dev snapshot: Godot 4.0 alpha 2

Mircosoft Game Dev

alpha 1 ― the first official alpha build of our upcoming major milestone, enabling all interested users to try it out and report bugs, as well as provide feedback on the new features. branch, we're going to release new alpha builds every other week, so that testers can always have a recent version to test the latest changes.

Alpha 52
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Godot's 2D engine gets several improvements for upcoming 4.0

Mircosoft Game Dev

Additionally, all 2D shadows and light textures use a single atlas, resulting in improved performance. the new CanvasTexture texture type has been introduced. A very requested feature for the 2D engine is the possibility to have 2D directional lights and shadows. accum/max_dist); if (accum < fade_margin) { alpha *= max(0.0,accum

Engine 55
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Dev snapshot: Godot 4.0 beta 5

Mircosoft Game Dev

Rendering: Use opaque rendering pipeline for alpha hash materials ( GH-61884 ). Rendering: Add texture reading code to OpenGL3 renderer for web and mobile ( GH-68138 ). Rendering: Fix alpha hash by correcting typos and doing calculations in object space ( GH-68673 ).

Beta 98
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Dev snapshot: Godot 4.0 beta 12

Mircosoft Game Dev

Rendering: Fix multiple issues that make the normal roughness texture unusable ( GH-71130 ). Rendering: Take alpha antialising options into account when setting up materials ( GH-71261 ). Rendering: Only disable depth writing in opaque pipelines ( GH-71124 ). Rendering: OpenGL: Add support for FORMAT_{ETC2,DXT5}_RA_AS_RG ( GH-71248 ).

Beta 110
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Making shaders more accessible

Mircosoft Game Dev

Textures are simply bound to bind points starting from 0, and the bind point number is sent via attributes too. In this case, the UV coordinate (for reading the texture). We use the sprite texture uniform to read the sprite pixels. It's much, much simpler and the reason people use game engines in the first place :).

Shaders 52