This site uses cookies to improve your experience. To help us insure we adhere to various privacy regulations, please select your country/region of residence. If you do not select a country, we will assume you are from the United States. Select your Cookie Settings or view our Privacy Policy and Terms of Use.
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Used for the proper function of the website
Used for monitoring website traffic and interactions
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Strictly Necessary: Used for the proper function of the website
Performance/Analytics: Used for monitoring website traffic and interactions
I made a “master sheet” with all the tiles to keep things organized. I implemented a new material system for tiles. In addition to the visible texture, each tile had a lower resolution bitmap which defined the material at a given spot. They are now baked into tiles, so map editing is much easier.
To show the benefits of GDeflate, we measured system performance without compression, with standard CPU-side decompression, and with GPU-accelerated GDeflate decompression on a representative game-focused dataset, containing texture and geometry data. This also enables random access to the compressed data at tile granularity.
Almost every 3D asset is painted using only one atlas texture. As I mentioned before – almost every 3D object uses the same atlas texture. Every part must be set accordingly to the tiles, that size is 30x30x10. They are textured using the same atlas map and need to fit into the grid size.
see recent devblogs on GDScript typed instructions , Complex Text Layout , Tiles editor , documentation , and 2D rendering improvements !), GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). a lot of work is also being done on the 3.2
That is, instead of rendering your animation frame by frame on your local PC, the job is being split into multiple frames (or even tiles) and each machine in the render farm renders just some of them. Anything involving physics should be baked first too. Blender file can be compressed before uploading.
Auto-tiling in tile maps. 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. Auto-tiling in tile maps. IPv6 support.
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. You should also notice a significant bump in textures import speed thanks to the etcpak library, and the new multi-threaded importer.
We organize all of the trending information in your field so you don't have to. Join 5,000+ users and stay up to date on the latest articles your peers are reading.
You know about us, now we want to get to know you!
Let's personalize your content
Let's get even more personalized
We recognize your account from another site in our network, please click 'Send Email' below to continue with verifying your account and setting a password.
Let's personalize your content