Remove Baking Remove Lightmap Remove Simulation
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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

The cover illustration is from Ballionaire , a roguelike pachinko simulator where the laws of physics bend to your will, developed by newobject and published by Raw Fury! With some further fixes like GH-102424 , GH-102497 , and GH-102477 , lightmap baking got a nice upgrade in this snapshot. The issue is tracked in GH-101391.

Beta 75
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Maintenance release: Godot 3.3.2

Mircosoft Game Dev

Notably, Windows users could experience crashes when baking lightmaps. Physics: Fix ragdoll simulation when parent was readded to scene ( GH-48823 ). was thus subject to this crash when baking lightmaps. A few regressions made their way among the many bug fixes of 3.3.1, API documentation updates.

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Cocos Creator 3.8 Community Beta is now available

Cocos

AGP upgraded to 8.0.2. AGP upgraded to 8.0.2.

Beta 52
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NVIDIA RTX, Unreal Engine 5 Define Future of Game Development and Content Creation

Nvidia

Nanite intelligently streams and processes only the detail you can perceive, largely removing poly count and draw call constraints, and eliminating time-consuming work like baking details to normal maps and manually authoring levels of detail. This allows users to focus less on tedious tasks and more on creativity.

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Cocos Creator 3.7.3 comes with an update to Cocos Effect

Cocos

Fixed error on macOS simulator when selecting “Open simulator with debugger” and “Simulator wait for debugger connection” in Cocos Creator → Preferences → Preview at the same time. Fixed crash issue when baking high-precision Lightmap for the terrain. Fixed crash issue when exiting on Mac.

Terrain 52
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Godot 4.0 gets SDF based real-time global illumination

Mircosoft Game Dev

SDFGI is something akin to a dynamic real-time lightmap (but it does not requiere unwrapping, nor does it use textures). Ensure your meshes are marked as "Static Bake", then enable SDFGI in the Environment settings. Multiple Bounces: Enable a feedback loop, which simulates multiple bounce lighting. What can it do?