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Breaking changes Animation Audio C# Core Editor GDScript Import Input Physics Platforms Rendering and shaders XR New in Beta 1! Weve unified the code to make sure it works the same on both platforms, and weve fixed some bugs. Highlights Many features originally intended for 4.3 ended up making it into 4.4 meaning that Godot 4.4
When to profile: - Before making system changes - After adding new features - When releasing on different platforms Key Profiler Segments: - GPU Usage: Analyzes GPU workload for visual-heavy games. Texture Atlasing combines multiple textures into one atlas to lower the number of texture switches that occur.
Fixed Byte Platform iPad screen display is not complete. Fixed Labelchar mode color anomaly on native platforms. Editor • Support baking high-precision lighting maps to get a better baking effect. Comparison of results in high light intensity (off vs. on): • Added Light Probe Bake Preview feature. Fixed Mat4.getRotation
Techniques such as using lower-resolution textures, controlling particle spawn rates, and optimizing the lifespan of particles can significantly reduce the load on the GPU. Efficient Use of TexturesTextures are a significant component of mobile game visuals, but high-resolution textures can quickly consume memory and processing power.
Fixed bone animation texture size error on some platforms that don’t support float point texture format. Fixed memory management issue of BakedSkinningModel on native platforms. Fixed error caused by removeSpotLight on native platforms. Fixed crash issue when baking high-precision Lightmap for the terrain.
Refactored OpenHarmoney platform layer NAPI adaptation code. Adjusted the scrollbar of various module panels in the project settings, optimized texture compression interface interaction (need to test if there are any abnormal displays on various pages, especially the texture compression page). Upgraded V8 to version 11.6.189.22.
Re-organized and adapted the code for napi in the platform layer of the OpenHarmoney platform. Fix the issue where the code for gfx webgl/webgl2 backends is also packed on the native platform. Optimize the scheduling of texture compression task and optimize the display of build progress during compression.
The purpose of developing Cocos Cyberpunk is to showcase the Cocos Engine’s ability to create complex 3D games on multiple platforms and to motivate the developers in Cocos community to learn game development. This series of articles could be treated as a project guide to the Cocos Cyberpunk that is intended to help you and save your time.
GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ). GLES2: Various improvements to 2D batching ( GH-42119 ). MeshInstance: Add option for software skinning ( GH-40313 ).
App Platform. Tap to grill, bake and prepare dishes to the top. As a result, when a dish is upgraded, it requires a different texture or possibly an entirely new model. It is one of the fastest-growing chef kitchen games with +1,00,000 downloads on Android and iOS platforms. Complete Project Details. Game Genre.
At the end of the day, the use case where Vulkan and DirectX12 make the most sense is when you have hundreds of thousands of objects, which are all different (different geometry, textures, etc.), As for DirectX12, it's only relevant for Windows/UWP, so there is no strong incentive for us to support it as a cross-platform engine.
This will enable us to publish maintenance updates at a faster pace as soon as we identify a need (critical regressions to fix, security issues, necessary platform updates, etc.). Platforms: Godot editor on the Web! One notable change is that there is now support for both threads and GDNative in the HTML5 platform port.
GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ). GLES2: Various improvements to 2D batching ( GH-42119 ). MeshInstance: Add option for software skinning ( GH-40313 ).
GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ). GLES2: Various improvements to 2D batching ( GH-42119 ). MeshInstance: Add option for software skinning ( GH-40313 ).
Font: Load dynamic fonts to memory on all platforms to avoid locked files ( GH-44117 ). GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ).
Font: Load dynamic fonts to memory on all platforms to avoid locked files ( GH-44117 ). GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ).
We want to encourage the quick embrace of GDeflate as a data-parallel compression standard, facilitating its adoption across the PC ecosystem and on other platforms. The bulk of a game’s content package is made up of resources that naturally target the GPU: textures, materials, and geometry data.
Font: Load dynamic fonts to memory on all platforms to avoid locked files ( GH-44117 ). GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ).
Instead of computing the amount of light that reaches a certain surface every frame for every light source, we precompute all this information and store it in a single texture. The process of generating light map texture coordinates takes a while, and it was being triggered on every scene reimport.
Font: Load dynamic fonts to memory on all platforms to avoid locked files ( GH-44117 ). GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ).
Font: Load dynamic fonts to memory on all platforms to avoid locked files ( GH-44117 ). GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ).
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. Here is an example using the older 3D platformer demo: VR support. Still, Godot 3.0
Font: Load dynamic fonts to memory on all platforms to avoid locked files ( GH-44117 ). GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ).
Font: Load dynamic fonts to memory on all platforms to avoid locked files ( GH-44117 ). GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ).
Font: Load dynamic fonts to memory on all platforms to avoid locked files ( GH-44117 ). GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ).
Font: Load dynamic fonts to memory on all platforms to avoid locked files ( GH-44117 ). GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ).
Ignore support for S3TC texture compression on Android and iOS devices in GLES3 (already done since 3.4 The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Core: Fix platform-specific issues with OS.set_current_screen() ( GH-63192 ). for GLES2).
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Core: Fix platform-specific issues with OS.set_current_screen() ( GH-63192 ). Rendering: GLES3: Ignore support for S3TC texture compression on Android and iOS devices ( GH-62909 ).
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. Currently, mobile and web platforms are not available, with support likely coming in Godot 4.1. Web platform.
Incompatibilities in the HTML5 platform, as not all browsers support WebGL 2.0 (the Use baked lightmaps instead. is not a fallback but a different platform you should target your game for. Additionally, a noise texture can now be used as a resource, which generates noise on the fly. GIProbes of course don't work.
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. such as a 2D gradient texture you can use for lights, particle placeholders, and masking. The whole API is now a lot more flexible than it used to be. Check out the Releases page for the latest 2.x
Kristala does feel like a traditional indie Soulslike game in many ways, but we've also lovingly baked in a ton of elements that will appeal to fans of other genres too. Situated amongst the great Jhacanda forests of the west, Nisar features a series of treehouse villages connected by wooden platforms and winding stairways.
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