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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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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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How Cookie Run Bakes its Monster Revenue

Deconstructor of Fun

Build phase Next, in order to drive the payment conversion, the stats requirements increase quickly in both battle stats and simulations, which means it gets harder to obtain resources. However, card/Team Battle RPG and simulation games are mature genres that players with some experience can easily master.

Baking 52
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What is Level of Detail (LOD) in 3D Modeling? | Techniques & software

CG Spectrum

These include: Bump mapping Bump mapping is a texture mapping technique that simulates small-scale bumps, wrinkles, ridges, and other surface irregularities by altering the surface normals of a mesh but without actually changing the geometry.

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From Concept to Completion: Navigating the Game Art Production Pipeline 

iXie gaming

Why it matters: Efficient UV mapping and normal map baking allow high-detail textures to be applied to low-poly models, preserving visual fidelity without unnecessary computational overhead. High-poly models are first sculpted for maximum detail, then converted into low-poly versions for in-game use.

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Wishlist STARS REACH and its living world

Raph Koster

To go beyond that, you have to simulate. But what is really going on is that we are pulling the evolved version of how the simulation worked in UO and SWG into 3d space. On UO, we could only change the totals every 64 tiles, and we couldn’t reflect it visually at all, because the map was baked down and static).

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How to Create a Game-Ready AAA asset

Logic Simplified

The gun has metallic surfaces and I wanted that successfully simulated. With that I have to create a low poly model of the gun on which we will bake the high poly details. Baking (Transfer high poly details in low poly model) The next step is extremely important. If you’re looking for perfection, then this is the stage for it.

Asset 75