Remove Alpha Remove Graphics Remove Texture
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D2 log 074 – New level format

Catnip Games

The graphics backend rewrite took a while. Everything is just one big texture. I export the rendered terrain from Blender as a RGBA image but with alpha value set to depth. However, the situation is now good. This gives me freedom in level design and saves work making tiles… tileable. So it’s RGBZ.

Terrain 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. Signed Distance Fields (or SDF), are one of the new trendy algorithms in 3D graphics. accum/max_dist); if (accum < fade_margin) { alpha *= max(0.0,accum

Engine 55
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Full Unity 2D Game Tutorial 2019 – Making Mini Map Mask

Game Development

Full Unity 2D Game Tutorial 2019 – Mini Map Render Texture. In order to do that we first need to make a render texture. A render texture is an image which will be created only at run-time and not stored as a file and can be created by right clicking the project window and clicking create > render texture.

Texture 52
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[Tutorial]A Comprehensive Explanation of Deferred Rendering - Guide to Cocos Cyberpunk Source Code

Cocos

Screen Space Post-Processing In this stage, suitable image processing algorithms are used to apply special processing to the rendered scene, enhancing the graphics. More specifically, it refers to a group of render textures used to describe object positions, normals, colors, and other information needed for lighting.

Render 52
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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 In rendering, textures are used for sooo many things.

Shaders 52
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Godot 3's renderer design explained

Mircosoft Game Dev

Running the whole graphics rendering in a separate thread. At the end of the day, the use case where Vulkan and DirectX12 make the most sense is when you have hundreds of thousands of objects, which are all different (different geometry, textures, etc.), Great alpha blending support. On a texture, a dual paraboloid is used.

Render 52
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Vulkan progress report #7

Mircosoft Game Dev

It feels great to be back to doing graphics programming after two months refactoring the core engine. It supported roughness, but it did so in a way where the texture reads appeared rough, but not the reflected image (the edges of the reflected objects remained intact). Both the Omni and Spot lights are now able to project textures.

Render 52