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at full speed (with a first dev snapshot released last week!), Animation: Fix console errors and crash in cleanup code for PhysicalBoneSimulator3D ( GH-103921 ). Animation: Fix missing process_state error in blend spaces ( GH-104018 ). Animation: Fix rest translation space in LookAtModifier3D ( GH-104217 ). release.
at full speed (with a first dev snapshot released yesterday!), Animation: Fix console errors and crash in cleanup code for PhysicalBoneSimulator3D ( GH-103921 ). Animation: Fix rest translation space in LookAtModifier3D ( GH-104217 ). We released Godot 4.4 If you havent seen the 4.4 release page , its well worth a read!
This beta includes a few big changes which may interest a lot of users: Animated sprites, both 2D and 3D, now support options for more precise timing of individual frames ( GH-65609 ). Animation: Add animation_started/finished signals to AnimationTree and fix time accuracy in StateMachine ( GH-70278 ).
This beta includes a few big changes which may interest a lot of users: Animated sprites, both 2D and 3D, now support options for more precise timing of individual frames ( GH-65609 ). Animation: Add animation_started/finished signals to AnimationTree and fix time accuracy in StateMachine ( GH-70278 ).
using data oriented algorithms to process the culling of objects and both secondary command buffers and automatic batching to efficiently submit the draw primitives. Several other areas got improvements, like the editor (which has been vastly reworked), UI system, multiplayer, navigation, audio, animation, etc. A lot more.
I'm sure everyone is getting tired of playing Animal Crossing, and what better way to exercise your grey-matter than modding your favorite game. I also uploaded the dev build of the Delores engine (including the complete debugger) so you can run all your edits and changes. there's more. wait for oohs and ahhs).
I’m sure everyone is getting tired of playing Animal Crossing, and what better way to exercise your grey-matter than modding your favorite game. But wait… don’t hit the back button yet… I also uploaded the dev build of the Delores engine (including the complete debugger) so you can run all your edits and changes.
And for people doing engine development, there’s a new dev_build option which can be used together with target to enable dev-specific code and also affects a few presets. Animation: Add animation slices for individual animations ( GH-40274 ). Rendering: Vulkan: Fix culling of negatively-scaled objects ( GH-67176 ).
And for people doing engine development, there's a new dev_build option which can be used together with target to enable dev-specific code and also affects a few presets. Animation: Add animation slices for individual animations ( GH-40274 ). Rendering: Vulkan: Fix culling of negatively-scaled objects ( GH-67176 ).
Following on from the addition of OccluderShapeSphere in 3.4 , lawnjelly now brings us a more adaptable and easy way to add basic occlusion culling in the form of the OccluderShapePolygon. Anything behind the polygon will be culled from view. Animation: Add option to paste animation as duplicate ( GH-60226 ).
Following on from the addition of OccluderShapeSphere in 3.4 , lawnjelly now brings us a more adaptable and easy way to add basic occlusion culling in the form of the OccluderShapePolygon. Anything behind the polygon will be culled from view. Animation: Add option to paste animation as duplicate ( GH-60226 ).
Rendering: Portal occlusion culling. Other areas: Animation "reset" track. Portal occlusion culling. Up till now a significant missing feature in the renderer has been the ability to cull (prevent rendering) objects that are within the camera view, but occluded by another object (for instance a wall).
Strategize with animals and nature in mind! Look at these shiny highlights: 2D physics interpolation 2D hierarchical culling Mesh merging Discrete level of detail (LOD) ORM materials Text to speech Arctic Eggs This game about cooking eggs in a cold climate found great reception on the internet. The feature freeze for 3.6
Following on from the addition of OccluderShapeSphere in 3.4 , lawnjelly now brings us a more adaptable and easy way to add basic occlusion culling in the form of the OccluderShapePolygon. Anything behind the polygon will be culled from view. Animation: Add option to paste animation as duplicate ( GH-60226 ).
Following on from the addition of OccluderShapeSphere in 3.4 , lawnjelly now brings us a more adaptable and easy way to add basic occlusion culling in the form of the OccluderShapePolygon. Anything behind the polygon will be culled from view. Animation: Add option to paste animation as duplicate ( GH-60226 ).
Following on from the addition of OccluderShapeSphere in 3.4 , lawnjelly now brings us a more adaptable and easy way to add basic occlusion culling in the form of the OccluderShapePolygon. Anything behind the polygon will be culled from view. Animation: Add option to paste animation as duplicate ( GH-60226 ).
Following on from the addition of OccluderShapeSphere in 3.4 , lawnjelly now brings us a more adaptable and easy way to add basic occlusion culling in the form of the OccluderShapePolygon. Anything behind the polygon will be culled from view. Animation: Add option to paste animation as duplicate ( GH-60226 ).
Following on from the addition of OccluderShapeSphere in 3.4 , lawnjelly now brings us a more adaptable and easy way to add basic occlusion culling in the form of the OccluderShapePolygon. Anything behind the polygon will be culled from view. Animation: Add option to paste animation as duplicate ( GH-60226 ).
Following on from the addition of OccluderShapeSphere in 3.4 , lawnjelly now brings us a more adaptable and easy way to add basic occlusion culling in the form of the OccluderShapePolygon. Anything behind the polygon will be culled from view. Animation: Add option to paste animation as duplicate ( GH-60226 ).
Following on from the addition of OccluderShapeSphere in 3.4 , lawnjelly now brings us a more adaptable and easy way to add basic occlusion culling in the form of the OccluderShapePolygon. Anything behind the polygon will be culled from view. Animation: Add option to paste animation as duplicate ( GH-60226 ).
Following on from the addition of OccluderShapeSphere in 3.4 , lawnjelly now brings us a more adaptable and easy way to add basic occlusion culling in the form of the OccluderShapePolygon. Anything behind the polygon will be culled from view. Animation: Add option to paste animation as duplicate ( GH-60226 ).
Several new optimization techniques are also at your disposal, such as occlusion culling , automatic mesh LOD , and manual HLOD using visibility ranges , made possible by Joan Fons ( JFonS ), and Juan. Read more about animation changes in this blog post by Juan. Among them is the new animation retargeting system.
It is possible to either import a scene as a single file, or to split it into multiple instantiated subscenes, keep materials, meshes and animations external, etc. will bring a new and more powerful animation tree, modern occlusion culling, improved rendering and a GLES 2.0 The 3D asset workflow has also seen great improvements.
Detect when shaders use TIME and automatically force screen refresh (in Godot, you don't need to set the screen to update constantly to debug animated shaders, this happens automatically). Detect when shaders read from screen texture and automatically copy screen to back-buffer on demand.
New vertex formats allow many more custom shaders and cases to take advantage of batching than before, and optional 2D software skinning has been added which should allow using 2D skeletal animation on a far wider range of hardware than was previously available. Various light culling fixes. New CPU lightmapper.
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