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Release candidate: Godot 4.4.1 RC 2

Mircosoft Game Dev

rc1 snapshot last week, we decided to make a second release candidate as a few more critical bugs had fixes available to backport. XR: Correct occlusion culling viewport location calculation when projection uses asymmetric FOV ( GH-104249 ). See the GitHub issue tracker for a complete list of known bugs. After a first 4.4.1-rc1

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Disable tiles map culling? is this a bug?

Cocos

In other threads I read that there was a macro to disable culling, but I don’t know where it is in cocos2dx 4.0. It is basically a tilemap moving in the opposite direction of the player to work as a camera that follows. But as you can see in the image, tiles are dissapearing.

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Maintenance release: Godot 4.4.1

Mircosoft Game Dev

XR: Correct occlusion culling viewport location calculation when projection uses asymmetric FOV ( GH-104249 ). Bug reports As a tester, we encourage you to open bug reports if you experience issues with this release. Thirdparty: Theora: Fix YUV422/444 to RGB conversion ( GH-102859 ). Thirdparty: mbedTLS: Update to version 3.6.3

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Delores Source Code Released!

Grumpy Gamer

I generally won't be accepting pull requests just for modifications to the game unless they fix bugs related to getting this repo working. But Ron, why won't you accept my bug fixes and improvements to the game?". If you introduced a stupid bug, you'd remake 200,000 floppies. Good question little Timmy. let's dive into that.

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Delores Source Code Released!

Grumpy Gamer

I generally won’t be accepting pull requests just for modifications to the game unless they fix bugs related to getting this repo working. “But Ron, why won’t you accept my bug fixes and improvements to the game?” If you introduced a stupid bug, you’d remake 200,000 floppies. Today it’s easy.

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Dev snapshot: Godot 4.0 beta 11

Mircosoft Game Dev

We took a bit longer to prepare this beta as there were a number of fairly big GDScript refactoring PRs (needed to fix many bugs), which we wanted to merge all at once. Rendering: Visual instance layers are regarded during shadow culling ( GH-70638 ). See the GitHub issue tracker for a list of known bugs in the 4.0 Bug reports.

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Joan Fons is hired to work on Godot's rendering

Mircosoft Game Dev

My first task will be integrating an occlusion culling system into the new Vulkan renderer. While occlusion culling is not a silver bullet, it can give big performance improvements in a variety of scenes. Moving forward, and with my full focus on Godot development, my goal is to work on Godot's 3D rendering and help bring Godot 4.0

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