How devs can spot AI-generated 3D models
Game Developer
NOVEMBER 5, 2024
Baked-in lighting, mushy meshes, and high polygon counts are telltale signs of AI-generated work.
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Mircosoft Game Dev
JANUARY 16, 2025
Normally our Beta 1 release notes summarize all the most exciting changes from the previous dev releases. 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. down to 0.2 ( GH-97281 ).
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Mircosoft Game Dev
FEBRUARY 7, 2025
Lightmap baking improvements Clay John changed the logic for baking direct lighting in LightmapGI to spread it over multiple frames, avoiding a spike of computation that can lead the OS to trigger TDR , resulting in a crash of the GPU context ( GH-102257 ). See the GitHub issue tracker for a complete list of known bugs.
Mircosoft Game Dev
JANUARY 30, 2025
Rendering: Bake UV2 emission using half float in the compatibility backend ( GH-101730 ). Baking a Lightmap3D is more prone to crash after we added support for transparency. Physics: Add debug colours and fills to CollisionPolygon3D ( GH-101810 ). Physics: Refactor post-step operations in Jolt module to be done as needed ( GH-101815 ).
Mircosoft Game Dev
JANUARY 13, 2023
Navigation: Fix for navmesh baking when parsing StaticBody colliders ( GH-70904 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDExtension).NET Import: Add vertex color support to OBJ importer ( GH-71033 ). Navigation: Add NavigationServer performance monitor ( GH-70731 ).
Mircosoft Game Dev
DECEMBER 19, 2022
Core: Handle corner cases for curve baking ( GH-69726 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDExtension).NET Buildsystem: Rename float=64 SCons option to precision=double ( GH-67399 ). C#: Rename SignalInfo to Signal and make awaitable ( GH-69968 ). Requires.NET SDK 6.0
Brand Game Development
MAY 22, 2017
I am thrilled that many of you enjoyed Setting Up Social Media as a Board Game Dev: A Primer Course. There’s lots of blog articles about building a Twitter following, but I think they’re largely half-baked. Making connections is so important that I spent weeks getting ready to launch a game dev Discord group.
Mircosoft Game Dev
JANUARY 13, 2023
Navigation: Fix for navmesh baking when parsing StaticBody colliders ( GH-70904 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDExtension).NET Import: Add vertex color support to OBJ importer ( GH-71033 ). Navigation: Add NavigationServer performance monitor ( GH-70731 ).
Mircosoft Game Dev
DECEMBER 19, 2022
Core: Handle corner cases for curve baking ( GH-69726 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDExtension).NET Buildsystem: Rename float=64 SCons option to precision=double ( GH-67399 ). C#: Rename SignalInfo to Signal and make awaitable ( GH-69968 ). Requires.NET SDK 6.0
Brand Game Development
JANUARY 30, 2017
It’s baked into our culture, especially the United States, how important hard work and persistence are. The post Be Brave appeared first on Brandon the Game Dev. As you’d expect, the Internet has capitalized on this fear, and is rife with blogs and thinkpieces ceaselessly extolling the virtues of persistence and hard work.
Radiator Blog
APRIL 11, 2024
Botany Manor is a 3 hour first person puzzle game about growing plants while exploring a big beautiful fancy house that smells like British Bake-Off. I'm disappointed, but I understand why the devs made these choices. Many would also compare this to The Witness' soft visual style and sprawling sunny gardens. How do we filter the clues?
Game Analytics
FEBRUARY 14, 2023
So many games have that question baked into their core. And many of the regular tricks that devs use to save on rendering costs are lost when building VR games. “It Make the gameplay satisfying Helping a player experience their fantasy is only half of the work. You have to make the game satisfying to keep them hooked.
Brand Game Development
APRIL 17, 2017
I created both for its own sake and out of a half-baked fantasy that it would make me independently wealthy. I’ve titled at a couple of windmills in my early experiences as a game dev. The post Sweat and Serendipity – How I Got Into the Board Game Business appeared first on Brandon the Game Dev.
Mircosoft Game Dev
APRIL 28, 2022
Navigation: Fix NavMesh baking on thread ( GH-59995 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDExtension, VisualScript). GUI: Add MSDF and mipmap generation project settings for the default font ( GH-60513 ). GUI: RichTextLabel: Improve table cell selection ( GH-57871 ).
Brand Game Development
NOVEMBER 10, 2017
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. These emotions have been baked into Highways & Byways. The post Birth of Byways: A Peek Into My Early Board Game Development Process appeared first on Brandon the Game Dev. Click here. Color TV!).
Mircosoft Game Dev
OCTOBER 21, 2020
Rendering: Disable lights for objects with baked lighting ( GH-41629 ). The download links for dev snapshots are not featured on the Download page to avoid confusion for new users. MeshInstance: Add option for software skinning ( GH-40313 ). Physics: Various bug fixes for 2D and 3D. See the full changelog on GitHub ( part 1 , part 2 ).
Astral Clock Tower Studios
MARCH 20, 2021
Welcome back to ACS headquarters for another rousing installment of the Kristala game dev blog. We can't say too much just yet, but you're definitely gonna wanna tune into next month's dev blog to see how ACS kicks development into high gear. Stay tuned to next month's dev blog issue for a look at the finished piece!
Astral Clock Tower Studios
SEPTEMBER 10, 2020
Welcome back to the newest issue of the Kristala Dev Blog, a monthly compilation chronicling all the magic and mystery the Astral Clocktower Studios dev team puts into indie ARPG Kristala every development sprint. Stay tuned for updates in future Kristala dev blog issues. We can't wait to see what else he has in store.
Mircosoft Game Dev
JANUARY 13, 2022
This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDNative, VisualScript). back in 2020! For now, you can check the full changelog since 3.4-stable
Astral Clock Tower Studios
DECEMBER 19, 2021
Thanks for joining us for another exciting and epic issue of the Kristala Dev Blog. The dev blog is where we share all the behind-the-scenes dev action for Kristala, a 3D Dark Fantasy ARPG developed by the incredibly talented team at women-owned indie game studio, Astral Clocktower Studios. Greetings, beautiful beings!
Mircosoft Game Dev
DECEMBER 11, 2020
This new beta 4 adds a new round of bugfixes and enhancements over the previous dev snapshots, as well as some nice new features. Rendering: Disable lights for objects with baked lighting ( GH-41629 ). The download links for dev snapshots are not featured on the Download page to avoid confusion for new users.
Mircosoft Game Dev
JANUARY 7, 2021
This new beta 5 comes with 4 weeks' worth of bugfixes and enhancements over the previous dev snapshots, as well as some nice new features. Rendering: Disable lights for objects with baked lighting ( GH-41629 ). The download links for dev snapshots are not featured on the Download page to avoid confusion for new users.
Mircosoft Game Dev
DECEMBER 21, 2017
And that's just as well, since a lot of work continues to be done every day to fix issues in the master branch and improve usability, and Juan even took the time to sneak in a couple past-deadline but very requested features, like a lightmapper for static light baking (to provide an alternative to the real-time but resource-heavy GIProbe).
Mircosoft Game Dev
NOVEMBER 18, 2020
Rendering: Disable lights for objects with baked lighting ( GH-41629 ). The download links for dev snapshots are not featured on the Download page to avoid confusion for new users. MeshInstance: Add option for software skinning ( GH-40313 ). Physics: Various bug fixes for 2D and 3D.
Mircosoft Game Dev
NOVEMBER 27, 2020
Rendering: Disable lights for objects with baked lighting ( GH-41629 ). The download links for dev snapshots are not featured on the Download page to avoid confusion for new users. MeshInstance: Add option for software skinning ( GH-40313 ). Physics: Various bug fixes for 2D and 3D.
Astral Clock Tower Studios
APRIL 21, 2021
Welcome back to another magically entrancing issue of the Kristala dev blog. Stay tuned to the Kristala dev blog—and to all our socials—to learn how you can get exclusive, behind-the-scenes access into Harold's entire, step-by-step process. Hello, faithful feline-lovin' friends and fantasy aficionados! Convenient, right?
Mircosoft Game Dev
MARCH 15, 2022
This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDNative, VisualScript). back in 2020! For now, you can check the full changelog since 3.4-stable
Mircosoft Game Dev
DECEMBER 13, 2017
The solution to these problems is to add support for a more traditional lightmapper (pre-baked light texture). Lightmapper looks pretty nice: Of course, GIProbe still has the advantages of being real-time, easier to set up (no unwrap or bake), supports rough refletions (which look great), and light affects dynamic objects more accurately.
Mircosoft Game Dev
JANUARY 16, 2021
Rendering: Disable lights for objects with baked lighting ( GH-41629 ). The download links for dev snapshots are not featured on the Download page to avoid confusion for new users. Physics: Fix multiple issues with one-way collisions ( GH-42574 ). Rendering: Add fast approximate antialiasing (FXAA) to Viewport ( GH-42006 ).
Mircosoft Game Dev
MAY 8, 2020
Most scenes bake in seconds instead of minutes or hours. branch uses state of the art algorithms to ensure the maximum possible quality: Bakes geometry to lightmap coordinates using the actual rendering code, so any existing shader or material works. Allows baking dynamic and static lights. Features of the new Godot 4.0
Mircosoft Game Dev
MARCH 30, 2022
This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDNative, VisualScript). back in 2020! For now, you can check the full changelog since 3.4-stable
Mircosoft Game Dev
APRIL 15, 2022
This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDNative, VisualScript). back in 2020! For now, you can check the full changelog since 3.4-stable
Mircosoft Game Dev
MAY 3, 2022
This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDNative, VisualScript). back in 2020! For now, you can check the full changelog since 3.4-stable
Brand Game Development
AUGUST 11, 2017
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. If you only have one viable strategy, you could be looking at problems baked into the mechanics or even core engine of your game. Just here for Highway s & Byways updates?
Mircosoft Game Dev
MARCH 1, 2021
Here you can see some screenshots: Comparison between no indirect lighting (top), and baked indirect lighting (bottom) in the TPS demo. Cornell box test using baked indirect lighting. My latest big contribution to the engine is the new CPU lightmapper, which will be landing with the 3.2.4 Scene by NHodgesVFX. finish line.
Mircosoft Game Dev
OCTOBER 6, 2021
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). Input: Allow checking for exact matches with Action events ( GH-50874 ). See the full changelog since 3.3-stable
Mircosoft Game Dev
FEBRUARY 19, 2020
Runtime navigation mesh baking. Now the NavigationRegion can be added during gameplay, and it's possible to change its transform or even bake the navigation mesh data at runtime. Remember to hit the button Bake NavMesh to bake the navigation data, as you used to do in 3.x! Runtime baking. Multi-threading safety.
Mircosoft Game Dev
APRIL 26, 2016
It won't just happen that hundreds of lines of class descriptions are written by the core devs; their time is much better spent developing the great features we are all so fond of waiting for. light baking, networking, plugins, pathfinding, etc.). waiting for Godot!
Mircosoft Game Dev
MAY 24, 2021
Notably, Windows users could experience crashes when baking lightmaps. was thus subject to this crash when baking lightmaps. was released a month ago , and we had a first maintenance release last week with Godot 3.3.1. A few regressions made their way among the many bug fixes of 3.3.1, so here's another maintenance release to fix them.
Mircosoft Game Dev
DECEMBER 1, 2014
A long time in the baking, but the first release candidate is here. Edit: Release Candidate 2 is now up. This does not mean Godot is now without bugs, but that nothing should be too serious to affect your productivity. After stable release, we’ll keep fixing issues and then head over to 1.1 (see see roadmap !).
Mircosoft Game Dev
OCTOBER 7, 2020
Baked SDF Collision. It bakes an area of a custom resolution as a signed distance field. They are dynamic and can be moved around in real-time, colliding with any particle system which matches the cull mask. Still, for complex interiors, creating all the collisions with boxes and spheres can be a hassle.
Mircosoft Game Dev
DECEMBER 30, 2016
It must be pre-baked for dynamic scenario geometry, but it offers support for full dynamic lights and dynamic objects. The new GI probe implementation in Godot is a game changer, and gives Godot 3.0 an edge in quality over existing mainstream engines.
Mircosoft Game Dev
SEPTEMBER 28, 2022
Navigation: Exclude disabled StaticBody collisions from NavigationMesh baking ( GH-65775 ). Navigation: Fix TileMaps placing baked NavigationPolygons with wrong offset without a Navigation2D node ( GH-66262 ) [regression fix]. Navigation: Fix NavigationObstacle nodes not registering to default navigation map ( GH-64372 ).
Mircosoft Game Dev
SEPTEMBER 21, 2022
Navigation: Exclude disabled StaticBody collisions from NavigationMesh baking ( GH-65775 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDNative, VisualScript). Navigation: Fix wrong method called when setting NavigationRegion travel_cost ( GH-64068 ).
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