Remove Code Remove Collision Remove Culling
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Dev snapshot: Godot 4.0 beta 11

Mircosoft Game Dev

Editor: Remove compatibility code for MeshInstance3D surface override material ( GH-70466 ). Physics: Bind methods related to disabling collision between joint bodies ( GH-70477 ). Physics: Implement collision impulse in Godot Physics 3D ( GH-70281 ). Editor: Improve remote tree node tooltips ( GH-70880 ).

Beta 102
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Why does Godot use Servers and RIDs?

Mircosoft Game Dev

If you ever lurked in Godot source code, and tried to follow the flow of the logic, you most likely noticed that most code related to scene, formats, etc. Near Phase: Generating collision information of overlapping objects. Solver: Iterative or LCP approximation to collision resolution. Servers and RIDs. Architecture.

Render 52
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The 7 deadliest game dev sins. Are you guilty of any of them?

Awesome Tuts

Why should you build your game, spend 1 year on it, and then go back through everything you did to tweak the code and the settings to optimize it? 4 Do not, and I repeat, DO NOT use hard-coded strings. Learning how to use occlusion culling will also help you in this case. Why not do it from the very start? What does that mean?

Dev 52
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Dev snapshot: Godot 4.0 beta 11

Mircosoft Game Dev

Editor: Remove compatibility code for MeshInstance3D surface override material ( GH-70466 ). Physics: Bind methods related to disabling collision between joint bodies ( GH-70477 ). Physics: Implement collision impulse in Godot Physics 3D ( GH-70281 ). Editor: Improve remote tree node tooltips ( GH-70880 ).

Beta 79
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Godot's new renderer, progress report #3

Mircosoft Game Dev

Implement Particle Shaders, with support for: Sorting, Collision and Soft Particles. Improve Culling: Portals (rewrite as polygon-based) and Rooms. Seeing the code. If you are interested in seeing what each feature looks like in the code, you can check the gles3 branch on GitHub. TODO for Milestone #4 (January 2017).

Render 52
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Godot's new renderer, progress report #1

Mircosoft Game Dev

Implement Particle Shaders, with support for: Sorting, Collision and Soft Particles. Improve Culling: Portals (rewrite as polygon-based) and Rooms. As such, ports for different platforms must be kept separate as they share little code. Too many programmers complained of the code being too packed and cryptic. OpenGL ES 3.0

Render 52
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Godot 3.4 is released with major features and UX polish

Mircosoft Game Dev

Rendering: Portal occlusion culling. Revamped collision layer grid in the inspector. To simplify some of the most common constructs in input handling code for character movement, Aaron Franke ( aaronfranke ) added two new helper methods : Input.get_axis() and Input.get_vector(). Portal occlusion culling. normalized().

UX 52