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D2 log 074 – New level format

Catnip Games

The graphics backend rewrite took a while. I export the rendered terrain from Blender as a RGBA image but with alpha value set to depth. The custom terrain shader uses the z-channel to draw water in lower areas of the level. However, the situation is now good. Interactive elements will be placed using the in-game editor.

Terrain 52
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Ultra-Realism Made Accessible with NVIDIA AI and Path Tracing Technologies

Nvidia

This breakthrough has made real-time path tracing—the next frontier in video game graphics—possible. Since that announcement, 28 top games and applications now use DLSS 3 to deliver realistic graphics with incredible performance, including A Plague Tale Requiem, Portal with RTX, and Cyberpunk 2077.

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

Mircosoft Game Dev

If a shader is applied to them, or if transparency is changed, the effect is applied to every node individually, given they each do it in their own draw call. Custom shaders can be used with CanvasGroup to also apply effects like drop shadows or glows to a group of objects as a single one, greatly enhancing the flexibility of the 2D engine.

Engine 55
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GLES2 and GDNative, progress report #5

Mircosoft Game Dev

A skeleton in computer graphics is usually a tree-structure of bones, where each bone is either a root bone without a parent, or it has a parent. The actual deformation usually happens in the vertex shader , where the bone transforms get looked up from a texture. (In added TIME uniform to all "scriptable" shaders.

Shaders 52
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Godot 3's renderer design explained

Mircosoft Game Dev

Running the whole graphics rendering in a separate thread. For example: On GLES3+ we can use UBOs to optimize shader parameters. Shader abstraction. This may sound like the obvious way of doing things but, in truth, it creates a big bottleneck on allowing users to write shaders. Ability to bundle shaders inside materials.

Render 52
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Fog Volumes arrive in Godot 4.0

Mircosoft Game Dev

alpha 1 and later. These allow users to dynamically place fog and control complex fog effects with shaders. For example, here is a view of Crytek's popular Sponza scene (well, popular among graphics developers). Perhaps the most exciting part about FogVolumes is the introduction of the fog shader type. Volumetric fog.

Shaders 52
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Optimize Vegetation Generation

Mnenad

More details can be found under Unity’s official documentation page for Draw Call Batching :       Draw calls are often resource-intensive, with the graphics API doing significant work for every draw call, causing performance overhead on the CPU side. That’s it. When And it has just twelve vertices.

Mesh 52