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Godot 4.0 will get a new, modernized lightmapper

Mircosoft Game Dev

Lightmaps offer significant advantages over any other technique when the following requirements are met: Performance above anything else (for mobile, lightmaps are still a must-have). If these requirements are met, then lightmapping is probably the best for you. Lighting will not change (lights won't move). Easy to use.

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NVIDIA RTX, Unreal Engine 5 Define Future of Game Development and Content Creation

Nvidia

Nanite enables film-quality source art consisting of millions or billions of polygons to be directly imported into Unreal Engine — all while maintaining a real-time frame rate and without sacrificing fidelity.

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Godot 3.0 is out and ready for the big leagues

Mircosoft Game Dev

It brings a brand new rendering engine with state-of-the-art PBR workflow for 3D, an improved assets pipeline, GDNative to load native code as plugins, C# 7.0 After meeting the initial goal, we hired karroffel to continue her work on GDNative (more about this below) and work on a new rendering backend. Full principled BSDF.

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Setting the Mood: Exploring Lighting and Mood in Game Art 

iXie gaming

Realistic Lighting In realistic games, lighting mimics real-world behavior using accurate physics and rendering. Tips for Aspiring Game Artists Whether you’re new to game art or have years of experience, mastering lighting can greatly enhance your creativity and storytelling. Additional Techniques Real-time Lighting.

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new Quake map: There's a Certain Slant of Light

Radiator Blog

If we faithfully followed the spirit of brutalism, we would only use solid colors or wireframe rendering. Technically from a game engine / rendering perspective, any use of textures is ornament. I'm proud of this moment, leveraging some recent dynamic lightmap tech built into Copper. Because brutalism.

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GLES2 and GDNative, progress report #6

Mircosoft Game Dev

This is why for pixel-art games you often either change the filtering mode of textures or need to disable mipmaps to make the game look nice and sharp. ). The GLES2 backend is a forward renderer, that means each gets shaded once. The counter-part - deferred rendering - renders each of the objects properties into a separate framebuffer.

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