This site uses cookies to improve your experience. To help us insure we adhere to various privacy regulations, please select your country/region of residence. If you do not select a country, we will assume you are from the United States. Select your Cookie Settings or view our Privacy Policy and Terms of Use.
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Used for the proper function of the website
Used for monitoring website traffic and interactions
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Strictly Necessary: Used for the proper function of the website
Performance/Analytics: Used for monitoring website traffic and interactions
This isn’t as true or a high priority in PC and console games. Much more so than other consoles. It’s clear that simulation, as both a genre and concept, is far more popular in VR than in Console and PC games. So many games have that question baked into their core. They want to go to another world or be someone new.
This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Windows: Improve console handling and execute ( GH-55987 ). This changes the editor console handling to be like on Unix systems (Linux and macOS). back in 2020! For now, you can check the full changelog since 3.4-stable
This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Windows: Improve console handling and execute ( GH-55987 ). This changes the editor console handling to be like on Unix systems (Linux and macOS). back in 2020! For now, you can check the full changelog since 3.4-stable
This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Windows: Improve console handling and execute ( GH-55987 ). This changes the editor console handling to be like on Unix systems (Linux and macOS). back in 2020! For now, you can check the full changelog since 3.4-stable
This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Windows: Improve console handling and execute ( GH-55987 ). This changes the editor console handling to be like on Unix systems (Linux and macOS). back in 2020! For now, you can check the full changelog since 3.4-stable
This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Windows: Improve console handling and execute ( GH-55987 ). This changes the editor console handling to be like on Unix systems (Linux and macOS). back in 2020! For now, you can check the full changelog since 3.4-stable
Core: Improve the console error logging appearance: ( GH-49577 ). Lightmapper: Add an editor setting to configure number of threads for lightmap baking ( GH-52952 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDNative, VisualScript). See the full changelog since 3.3-stable
Game developers often need to compile large amounts of C++ code, which requires lots of CPU resources, and developers also need to process other types of heavy compute tasks such as; shader compilation, rendering, asset creation, image conversion, lightmap baking and more. If you do not have an account, create a new one here. Cleaning Up.
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Rendering: CPU lightmapper: Account for ambient light settings when baking lights ( GH-62260 ). Windows: Improve console handling and execute ( GH-55987 ).
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Rendering: CPU lightmapper: Account for ambient light settings when baking lights ( GH-62260 ). Windows: Improve console handling and execute ( GH-55987 ).
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Rendering: CPU lightmapper: Account for ambient light settings when baking lights ( GH-62260 ). Windows: Improve console handling and execute ( GH-55987 ).
This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Windows: Improve console handling and execute ( GH-55987 ). This changes the editor console handling to be like on Unix systems (Linux and macOS). back in 2020! For now, you can check the full changelog since 3.4-stable
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Rendering: CPU lightmapper: Account for ambient light settings when baking lights ( GH-62260 ). Windows: Improve console handling and execute ( GH-55987 ).
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Windows: Improve console handling and execute ( GH-55987 ). This changes the editor console handling to be like on Unix systems (Linux and macOS). This release is built from commit af8a02dda.
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Windows: Improve console handling and execute ( GH-55987 ). This changes the editor console handling to be like on Unix systems (Linux and macOS). This release is built from commit 5f9bc7ea5.
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Windows: Improve console handling and execute ( GH-55987 ). This changes the editor console handling to be like on Unix systems (Linux and macOS). This release is built from commit daf6fdf0b.
Console support. Just set up the probe bounds and do a fast pre-bake of static objects. Still, this workflow is easy and efficient as 3D objects get a second set of UVs generated on import, and baking works with instantiated meshes, scenes and even GridMaps. Console support. WebAssembly and WebGL 2.0 Font oversampling.
Here you can see the Sponza demo model, with baked direct lighting, and the corresponding light map: Note that this first pass is not taking occlusion into account yet. But one area where it's lagging behind is in the way it handles file and network IO on various platforms, especially on systems like consoles. Next steps.
Core: Improve the console error logging appearance: ( GH-49577 ). Lightmapper: Add an editor setting to configure number of threads for lightmap baking ( GH-52952 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDNative, VisualScript). See the full changelog since 3.3-stable
Core: Improve the console error logging appearance: ( GH-49577 ). Lightmapper: Add an editor setting to configure number of threads for lightmap baking ( GH-52952 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDNative, VisualScript). See the full changelog since 3.3-stable
Core: Improve the console error logging appearance: ( GH-49577 ). Lightmapper: Add an editor setting to configure number of threads for lightmap baking ( GH-52952 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDNative, VisualScript). See the full changelog since 3.3-stable
We organize all of the trending information in your field so you don't have to. Join 5,000+ users and stay up to date on the latest articles your peers are reading.
You know about us, now we want to get to know you!
Let's personalize your content
Let's get even more personalized
We recognize your account from another site in our network, please click 'Send Email' below to continue with verifying your account and setting a password.
Let's personalize your content