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Practical Tips for Optimizing Ray Tracing

Nvidia

This starts from mesh instance selection and their data. This starts from mesh instance selection and their data processing towards optimized tracing and shading of every hit that you encounter. Parallel mesh processing for instance data generation. Better GPU utilization using batched vertex data processing for dynamic meshes.

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Dev snapshot: Godot 4.0 alpha 15

Mircosoft Game Dev

While this process is ongoing, we'll keep releasing alpha builds so here's 4.0 This alpha doesn't include official builds with.NET 6 support yet, as we still have more work to do to enable this. For users of previous alphas, we don't always have compatibility code to ease transition. alpha builds. for instructions.

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How to color triangels in custom Mesh?

Cocos

Also the color value alpha values needed to be added. I am not sure about why in builtin-standard effect vertex color is not applying, but when I tried builtin-unlit effect in hexmap material, it seems to be working. Here is the demo project. hex-map-sample 2.zip zip (402.4

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Use 3d model as base object of particle system?

Cocos

Hi, I’m trying to use a simple 3d model (with a cube-mesh & material of effect “bultin-standard”) as basic object to be emitted in particleSystem My approach was to set “Render>RenderMode” to “Mesh” and fill the “Mesh” & “CPU Material” as I wanted The problem is the material won’t let me replace it if new material doesn’t use effect as (..)

Mesh 52
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3D Content Interoperability with Topology-Free Modeling

Nvidia

Digital sculpting software, however, uses an extremely high-resolution polygon mesh (or a voxel grid). This mesh can be modeled like traditional clay with a vast array of tools, giving modelers more freedom and flexibility in their work. This is similar to the limitations of physical sculptures.

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Godot 3.0 progress report #6

Mircosoft Game Dev

The new particle system uses meshes by default (to work with impostor quads, just create a QuadMesh and assign a material with billboard set to enabled). Mesh surfaces can also emit directed by normals: We wanted to include skeletal transform support to emission meshes, as it's not a lot more complex, but this will have to wait for 3.1 :(.

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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. Import: Fix usages of mesh simplification functions in float=64 builds ( GH-67853 ). What's new.

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