Remove Baking Remove Code Remove Texture
article thumbnail

Dev snapshot: Godot 4.4 beta 1

Mircosoft Game Dev

Weve unified the code to make sure it works the same on both platforms, and weve fixed some bugs. Add transparency support for LightmapGI Currently when baking lightmaps users have to choose between transparent objects casting shadows as if they were fully opaque, or not casting shadows at all. This was added by Macksaur in GH-96290.

Beta 106
article thumbnail

Strategies for Optimizing Multiplayer Games in Unity

Logic Simplified

Use Compressed Textures : Textured images can be saved with lower resolutions while compressed formats such as ASTC and DXT1 and DXT5 reduce memory usage without quality reduction. Texture Atlasing combines multiple textures into one atlas to lower the number of texture switches that occur.

Games 52
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

Project Structure - Guide to Cocos Cyberpunk Source Code

Cocos

2、LightFX The lightmaps generated by the Lightmap Baking System will be automatically stored in this folder, and there is no need to manually modify the contents inside it. 5、scene The cube textures produced by the Reflection Probe baking system will be automatically saved in a folder specific to each scene. and gpu-mobiles.ts.

Code 52
article thumbnail

Godot 4.0 will get a new, modernized lightmapper

Mircosoft Game Dev

was a very simple voxel-based lightmapper that used the same code as GIProbe. While there are some simple libraries around, there is nothing close to a complete implementation of a lightmapper published with source code and a friendly license. Most scenes bake in seconds instead of minutes or hours. The lightmapper in Godot 3.2

article thumbnail

Introducing the new "last minute" lightmapper

Mircosoft Game Dev

The solution to these problems is to add support for a more traditional lightmapper (pre-baked light texture). Light is precomputed offline and rendered to a texture, which is then used by the geometry. Godot lightmapper works with one texture per mesh, so sharing UVs between meshes will not give you more optimization.

article thumbnail

Dev snapshot: Godot 4.0 beta 12

Mircosoft Game Dev

iOS: Check Xcode output and display errors if code signing, project build or.ipa export failed ( GH-71212 ). Navigation: Fix for navmesh baking when parsing StaticBody colliders ( GH-70904 ). Rendering: Fix multiple issues that make the normal roughness texture unusable ( GH-71130 ).

Beta 110
article thumbnail

Cocos Creator 3.8.2 LTS has been released!

Cocos

Refactored OpenHarmoney platform layer NAPI adaptation code. Adjusted the scrollbar of various module panels in the project settings, optimized texture compression interface interaction (need to test if there are any abnormal displays on various pages, especially the texture compression page). Upgraded V8 to version 11.6.189.22.

Baking 40