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The two big changes I made were the texturing and the monster placement / player flow. One of my big motivations was to use Makkon's updated textures. Yet as I aligned the 100th trim texture on a brush, I wondered whether my level was also anti-brutalist in its own way. Maybe it wasn't such a bad map after all?
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). Quality as priority.
These are pre-made textures that store lighting info for objects that don’t move. Texture Compression. Makes texture files smaller, speeding up loading times and using less memory. Plan for lighting early, from concept art to level design. Look to photography, film, and art for inspiration. Join Groups.
This laid out a vision of a new era of computer graphics for video games that featured photorealistic, ray-traced lighting, AI-powered effects and complex worlds with massive amounts of geometry and high-resolution textures.
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 The new 3D renderer is state-of-the-art, with features rarely see in game engines today, such as: Full principled BSDF. It's also very easy to use. Still, Godot 3.0
A mipmap is a smaller version of the original texture, usually filtered in a special way to make them look nicer when they are viewed from an angle or far away. 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. ). omni lights.
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