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The more polygons that an object has, the more detailed it appears, but high numbers of polygons demand more computing power. The polygon layout, or topology, of these items must be planned efficiently and created in advance to minimize the number of polygons and generate objects of the highest grade.
Now that I’m working with a publisher that has a strong interest in seeing indie devs like me succeed, I talk through some things with them and share alpha builds, screenshots etc. It made sense to me that lower polygon models and mostly solid color textures would make things easier when the time comes to tackle optimization.
Some very basic tips: Rather be sure how much polygons you need before-hands and keep it as low as possible. The polygon reduction object from Cinema4D does not reduce the polygon count effectively. So, I started to remodel some meshes in Cinema4D, my prefered 3D modelling software. And it has just twelve vertices.
alpha builds and maintenance releases for the stable branch ( 3.4.3 , 3.4.4 You can move the polygon with the node transform, drag the corners to reshape it, add delete points. Anything behind the polygon will be culled from view. It's already been 2 months since 3.5 Between biweekly 4.0 x branch and this new 3.5
GLES3: Force depth prepass when using alpha prepass ( GH-39865 ). TileSet: Fix potential crash when editing polygons ( GH-40560 ). GLES2: Fixed mesh data access errors in GLES2 ( GH-40235 ). GLES2: Batching - Fix FORCE_REPEAT not being set properly on npot hardware ( GH-40410 ). Windows: DirectInput: Use correct joypad ID ( GH-40927 ).
GLES3: Force depth prepass when using alpha prepass ( GH-39865 ). TileSet: Fix potential crash when editing polygons ( GH-40560 ). GLES2: Fixed mesh data access errors in GLES2 ( GH-40235 ). GLES2: Batching - Fix FORCE_REPEAT not being set properly on npot hardware ( GH-40410 ). Windows: DirectInput: Use correct joypad ID ( GH-40927 ).
But since then its legacy has gone on to be cemented by being named one of the 100 most important games in history several times over, by both gamer sites like PC Gamer and Polygon, and by big mainstream press like TIME Magazine. The alpha logo. Not too bad, even if all the younger folk aren’t quite sure what it is.
GLES3: Force depth prepass when using alpha prepass ( GH-39865 ). TileSet: Fix potential crash when editing polygons ( GH-40560 ). GLES2: Fixed mesh data access errors in GLES2 ( GH-40235 ). GLES2: Batching - Fix FORCE_REPEAT not being set properly on npot hardware ( GH-40410 ). Windows: DirectInput: Use correct joypad ID ( GH-40927 ).
alpha builds , we're trying to release 3.5 You can move the polygon with the node transform, drag the corners to reshape it, add delete points. Anything behind the polygon will be culled from view. We're getting closer to the Godot 3.5 stable release with a third beta snapshot! Like with 4.0
alpha builds , we're trying to release 3.5 You can move the polygon with the node transform, drag the corners to reshape it, add delete points. 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! Like with 4.0
alpha builds , we're trying to release 3.5 You can move the polygon with the node transform, drag the corners to reshape it, add delete points. Anything behind the polygon will be culled from view. We're getting closer to the Godot 3.5 stable release with a fifth beta snapshot! Like with 4.0
Improve Culling: Portals (rewrite as polygon-based) and Rooms. Mid-Processing is the effects that are applied in the middle of rendering, before alpha pass and post-processing. Implement the new version of the Godot SVO-based Light Baker. Implement Particle Shaders, with support for: Sorting, Collision and Soft Particles.
TextureProgress causes a bad polygon error when the progress percentage is between 62 and 99. C# support is still in alpha so backward-incompatible improvements are still allowed in this branch (and will happen). As a workaround please set any scene as a main scene and you can run individual scenes like normal. See #16937 for details.
GLES3: Force depth prepass when using alpha prepass ( GH-39865 ). TileSet: Fix potential crash when editing polygons ( GH-40560 ). GLES2: Fixed mesh data access errors in GLES2 ( GH-40235 ). GLES2: Batching - Fix FORCE_REPEAT not being set properly on npot hardware ( GH-40410 ). Windows: DirectInput: Use correct joypad ID ( GH-40927 ).
It parses your code and automatically understands what you are trying to do (such as writing to alpha for transparency, reading from screen, etc.) It has built-in collision, occlusion and navigation polygon editors, together with the possibility to extend the resource using a tool script to have control over what subtiles do.
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