Remove Baking Remove Texture Remove Writing
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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 4.0 beta 12

Mircosoft Game Dev

Navigation: Fix for navmesh baking when parsing StaticBody colliders ( GH-70904 ). Rendering: Only disable depth writing in opaque pipelines ( GH-71124 ). Rendering: Fix multiple issues that make the normal roughness texture unusable ( GH-71130 ). Import: Add vertex color support to OBJ importer ( GH-71033 ).

Beta 110
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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. Will write an article about this soon. What can it do? How do you use it? How does it work?

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New improvements for GPUParticles in Godot 4.0

Mircosoft Game Dev

GPUParticles : Processes particles on GPU, allows very large amount of particles at little cost, and with ability to write custom particle shaders. Additionally, a 3D vector field texture can be provided for use with vector fields generated in Maya or other tools. Baked SDF Collision. Since Godot 3.0, Less flexible.

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Dev snapshot: Godot 4.0 beta 12

Mircosoft Game Dev

Navigation: Fix for navmesh baking when parsing StaticBody colliders ( GH-70904 ). Rendering: Only disable depth writing in opaque pipelines ( GH-71124 ). Rendering: Fix multiple issues that make the normal roughness texture unusable ( GH-71130 ). Import: Add vertex color support to OBJ importer ( GH-71033 ).

Beta 85
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Godot 3's renderer design explained

Mircosoft Game Dev

This document was written in hopes to find more developers that would like to help us write rendering code, as it explains the overall design. 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.),

Render 52
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Project Structure - Guide to Cocos Cyberpunk Source Code

Cocos

In my previous post, I mentioned that I would be write a series of articles on Cocos Cyberpunk. 2、LightFX The lightmaps generated by the Lightmap Baking System will be automatically stored in this folder, and there is no need to manually modify the contents inside it. Hey everyone, Kylin here!

Code 52