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
JANUARY 13, 2023
OBJ mesh import now supports vertex colors as exported by Blender ( GH-71033 ). 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 Add expand modes to TextureRect ( GH-58517 ).
Mircosoft Game Dev
DECEMBER 19, 2022
Some of the most notables feature changes in this update are: 3D: Switch Mesh surface indexing to start at 0 so string name matches integer index ( GH-70176 ). 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
Mircosoft Game Dev
JANUARY 13, 2023
OBJ mesh import now supports vertex colors as exported by Blender ( GH-71033 ). 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 Add expand modes to TextureRect ( GH-58517 ).
Mircosoft Game Dev
DECEMBER 19, 2022
Some of the most notables feature changes in this update are: 3D: Switch Mesh surface indexing to start at 0 so string name matches integer index ( GH-70176 ). 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
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
OCTOBER 6, 2021
GridMap: Implement individual mesh transform for MeshLibrary items ( GH-52298 ). Mesh: Implement octahedral map normal/tangent attribute compression ( GH-46800 ). Mesh: Options to clean/simplify convex hull generated from mesh ( GH-50328 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ).
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
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. You can compose the NavigationRegion as you like, mine looks like this: Note: The meshes have a common static body under their node.
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. Rendering: Bind mesh merging functionality in MeshInstance ( GH-57661 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDNative, VisualScript).
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. Rendering: Bind mesh merging functionality in MeshInstance ( GH-57661 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDNative, VisualScript).
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
MAY 3, 2022
This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Rendering: Bind mesh merging functionality in MeshInstance ( GH-57661 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDNative, VisualScript).
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
MAY 24, 2021
Notably, Windows users could experience crashes when baking lightmaps. Import: glTF: Improved error handling around invalid images and invalid meshes ( GH-48904 , GH-48912 ). 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.
Mircosoft Game Dev
JUNE 27, 2020
Ensure your meshes are marked as "Static Bake", then enable SDFGI in the Environment settings. SDFGI is mostly leak free, unlike VCT techniques which are the most common in use today (like SVOGI/GIProbe/etc). As long as walls are thicker than a voxel for a given cascade, light won't go through. How do you use it?
Mircosoft Game Dev
OCTOBER 19, 2021
GridMap: Implement individual mesh transform for MeshLibrary items ( GH-52298 ). Mesh: Implement octahedral map normal/tangent attribute compression ( GH-46800 ). Mesh: Options to clean/simplify convex hull generated from mesh ( GH-50328 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ).
Mircosoft Game Dev
OCTOBER 27, 2021
GridMap: Implement individual mesh transform for MeshLibrary items ( GH-52298 ). Mesh: Implement octahedral map normal/tangent attribute compression ( GH-46800 ). Mesh: Options to clean/simplify convex hull generated from mesh ( GH-50328 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ).
Mircosoft Game Dev
NOVEMBER 2, 2021
GridMap: Implement individual mesh transform for MeshLibrary items ( GH-52298 ). Mesh: Implement octahedral map normal/tangent attribute compression ( GH-46800 ). Mesh: Options to clean/simplify convex hull generated from mesh ( GH-50328 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ).
Mircosoft Game Dev
JANUARY 28, 2025
Look at these shiny highlights: 2D physics interpolation 2D hierarchical culling Mesh merging Discrete level of detail (LOD) ORM materials Text to speech Arctic Eggs This game about cooking eggs in a cold climate found great reception on the internet. The feature freeze for 3.6
Mircosoft Game Dev
JUNE 27, 2022
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. And for more advanced use cases, there is now also TextMesh to generate 3D meshes from font glyphs, so you can add Word Art to your scenes ;). and backported to 3.5.
Mircosoft Game Dev
JULY 8, 2022
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. And for more advanced use cases, there is now also TextMesh to generate 3D meshes from font glyphs, so you can add Word Art to your scenes ;). and backported to 3.5.
Mircosoft Game Dev
JULY 28, 2022
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. And for more advanced use cases, there is now also TextMesh to generate 3D meshes from font glyphs, so you can add Word Art to your scenes ;). and backported to 3.5.
Mircosoft Game Dev
NOVEMBER 5, 2020
It took us about 14 months to get a proper FBX importer working fully, since we had to engineer everything again: We rewrote all the mesh code to support all formats of FBX meshes correctly. Much like the work we have done with FBX we'd just be repeating work for example with mesh conversion. stable release. Known issues.
Mircosoft Game Dev
JULY 22, 2022
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. And for more advanced use cases, there is now also TextMesh to generate 3D meshes from font glyphs, so you can add Word Art to your scenes ;). and backported to 3.5.
Mircosoft Game Dev
JUNE 1, 2022
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. And for more advanced use cases, there is now also TextMesh to generate 3D meshes from font glyphs, so you can add Word Art to your scenes ;). and backported to 3.5.
Mircosoft Game Dev
AUGUST 10, 2022
This meant that the larger scenes might refuse to bake because they don't fit within the size limits of an image. This will be a draw mode that previews the texel density of lightmaps (without actually (re)baking them). Project overview and progress. Multi-image atlases. How do you show the texel density visually?
Mircosoft Game Dev
MAY 24, 2022
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. And for more advanced use cases, there is now also TextMesh to generate 3D meshes from font glyphs, so you can add Word Art to your scenes ;). and backported to 3.5.
Mircosoft Game Dev
JUNE 17, 2022
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. And for more advanced use cases, there is now also TextMesh to generate 3D meshes from font glyphs, so you can add Word Art to your scenes ;). and backported to 3.5.
Mircosoft Game Dev
OCTOBER 31, 2021
In game engines (or even when exported from the 3D modelling application), animation data is baked to a simpler representation because, for games, processing beziers and IKs is way too expensive for real-time. Just decoding the animation, however, is not enough. This is key to having character customization or equippable items.
Mircosoft Game Dev
AUGUST 5, 2022
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. For more advanced use cases, you can use TextMesh to generate 3D meshes from font glyphs, so you can add WordArt to your scenes ;). The whole API is now a lot more flexible than it used to be.
Mircosoft Game Dev
MAY 18, 2022
This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Rendering: Bind mesh merging functionality in MeshInstance ( GH-57661 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDNative, VisualScript).
Mircosoft Game Dev
MARCH 13, 2019
Use baked lightmaps instead. Godot now supports 2D meshes , which can be used from code or converted from sprites to avoid drawing large transparent areas. CSG tools have been added for fast level prototyping, allowing generic primitives and custom meshes to be combined via boolean operations to generate more complex shapes.
Mircosoft Game Dev
MARCH 9, 2021
Physics: Allow CollisionObject to show collision shape meshes ( GH-45783 ). 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: Implement Cylinder support in GodotPhysics3D ( GH-45854 ).
Mircosoft Game Dev
MARCH 19, 2021
Physics: Allow CollisionObject to show collision shape meshes ( GH-45783 ). 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: Implement Cylinder support in GodotPhysics3D ( GH-45854 ).
Mircosoft Game Dev
MARCH 30, 2021
Physics: Allow CollisionObject to show collision shape meshes ( GH-45783 ). 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: Implement Cylinder support in GodotPhysics3D ( GH-45854 ).
Mircosoft Game Dev
JANUARY 29, 2018
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. Both indirect light and voxel reflections are provided by this technique.
Mircosoft Game Dev
SEPTEMBER 15, 2022
Last but not least, lightmaps baking is now done using the GPU to speed up the process significantly. Several new optimization techniques are also at your disposal, such as occlusion culling , automatic mesh LOD , and manual HLOD using visibility ranges , made possible by Joan Fons ( JFonS ), and Juan. has been added by Je06jm.
Mircosoft Game Dev
JULY 18, 2019
By adding a simple cache to it, we made it so that light map texture coordinates are only computed when there's an actual change to the geometry of the mesh. 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.
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