Remove Baking Remove Engine Remove Scripting
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Dev snapshot: Godot 4.4 beta 1

Mircosoft Game Dev

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 has been a major limitation in both the quality of lightmap baking and the ergonomics of the lightmap baking workflow.

Beta 106
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Dev snapshot: Godot 4.4 beta 3

Mircosoft Game Dev

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 ). Core: Add explicit error messages to Multimesh functions ( GH-101109 ).

Beta 77
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Cocos Creator 3.7.2 Focuses On Optimized Rendering And Lighting Capabilities

Cocos

Engine • Added DebugView at runtime UI control rendering debugging function. Editor • Support baking high-precision lighting maps to get a better baking effect. When the user turns on high-precision lightmap baking, 16-bit colors are used instead of 8-bit colors, and AO channels are baked separately.

Render 52
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Strategies for Optimizing Multiplayer Games in Unity

Logic Simplified

Optimizing Scripting: Reduce Overhead & Boost Efficiency Key Issues & Solutions - Update() Overhead: Multiple objects invoke Update() reduce performance. Efficient Physics Management: Balance Accuracy & Performance Through the PhysX engine from Unity users achieve detailed physics calculations at the expense of heavy system usage.

Games 78
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Dev snapshot: Godot 4.0 beta 12

Mircosoft Game Dev

A couple fixes to the text resource loader which could impact notably reloading scripts ( GH-71170 ). Navigation: Fix for navmesh baking when parsing StaticBody colliders ( GH-70904 ). Fix Tab key usage in the inspector ( GH-71271 ). Add expand modes to TextureRect ( GH-58517 ). OpenXR: Add Pico controller profile ( GH-70167 ).

Beta 110
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New improvements for GPUParticles in Godot 4.0

Mircosoft Game Dev

To solve this, it is now possible to emit particles manually by calling a function from the script API: Sub-Emitters. Emitting particles manually is not only possible from script. Baked SDF Collision. It bakes an area of a custom resolution as a signed distance field. To solve this, the SDF collider was added.

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Navigation Server for Godot 4.0

Mircosoft Game Dev

Runtime navigation mesh baking. The Map represents the entire world, it's similar to the space for the physics engine, but this one is used for the navigation. 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. Multi-threading safety.

Agent 52