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We’re looking forward to next-generation gameengines benefiting from GDeflate by dramatically reducing loading times. Resource streaming and data compression Today’s video games feature extremely detailed interactive environments, requiring the management of enormous assets. a modern I/O streaming API from Microsoft.
Auto-tiling in tile maps. The new 3D engine is outstanding, with many features out-of-the-box that are still not common in other mainstream engines. The new 3D renderer is state-of-the-art, with features rarely see in gameengines today, such as: Full principled BSDF. Auto-tiling in tile maps.
see recent devblogs on GDScript typed instructions , Complex Text Layout , Tiles editor , documentation , and 2D rendering improvements !), Rendering: Disable lights for objects with baked lighting ( GH-41629 ). While development keeps going at full speed towards Godot 4.0 (see a lot of work is also being done on the 3.2
Last but not least, lightmaps baking is now done using the GPU to speed up the process significantly. The new NavigationServer supports fully dynamic environments and on-the-fly navigation mesh baking. Probably the biggest improvement relying on that is the new Tiles editor, which has been reimagined based on your requests and reports.
seen as small bumps between tiles on a GridMap). The fix seems relatively safe but this will require heavy testing to make sure it doesn't regress - if you have 3D games using Bullet physics, please try this RC 2 and report any issue. And then a lot of old and new navigation issues have been fixed by smix8 and Pawel Lampe ( Scony ).
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