Remove Baking Remove Culling Remove Software
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Optimize Vegetation Generation

Mnenad

I just toggled the “Baked Pivots” option in the shader to ON. So, I started to remodel some meshes in Cinema4D, my prefered 3D modelling software.   Subdividing the mesh in Cinema4D’s sculpting mode and baking a displacement map works great. That’s it. When No wonder I had less than 0.6

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Godot 3.3 has arrived, with a focus on optimization and reliability

Mircosoft Game Dev

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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Release candidate: Godot 3.2.4 RC 4

Mircosoft Game Dev

A new software skinning for MeshInstance to replace the slow GPU skinning on devices that don't support the fast GPU skinning (especially mobile). MeshInstance: Add option for software skinning ( GH-40313 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ). The main changes coming in Godot 3.2.4

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Release candidate: Godot 3.3 RC 6

Mircosoft Game Dev

A new software skinning for MeshInstance to replace the slow GPU skinning on devices that don't support the fast GPU skinning (especially mobile). MeshInstance: Add option for software skinning ( GH-40313 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ). The main changes coming in Godot 3.3

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Release candidate: Godot 3.3 RC 7

Mircosoft Game Dev

A new software skinning for MeshInstance to replace the slow GPU skinning on devices that don't support the fast GPU skinning (especially mobile). MeshInstance: Add option for software skinning ( GH-40313 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ). The main changes coming in Godot 3.3

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Godot 3.5: Can't stop won't stop

Mircosoft Game Dev

The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. 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.

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Godot 3.0 is out and ready for the big leagues

Mircosoft Game Dev

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. Set any image as cursor and it will work, with reduced latency compared to a software cursor.

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