Remove Code Remove Culling Remove Polygon
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Godot's new renderer, progress report #3

Mircosoft Game Dev

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. Implement post process effects: DOF Blur, Bloom and Tone Mapping. TODO for Milestone #4 (January 2017). Implement Decals.

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Dev snapshot: Godot 3.5 beta 2

Mircosoft Game Dev

Following on from the addition of OccluderShapeSphere in 3.4 , lawnjelly now brings us a more adaptable and easy way to add basic occlusion culling in the form of the OccluderShapePolygon. You can move the polygon with the node transform, drag the corners to reshape it, add delete points. This should show up initially as a quad.

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Dev snapshot: Godot 3.5 beta 3

Mircosoft Game Dev

Following on from the addition of OccluderShapeSphere in 3.4 , lawnjelly now brings us a more adaptable and easy way to add basic occlusion culling in the form of the OccluderShapePolygon. You can move the polygon with the node transform, drag the corners to reshape it, add delete points. This should show up initially as a quad.

Beta 52
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Dev snapshot: Godot 3.5 beta 4

Mircosoft Game Dev

Following on from the addition of OccluderShapeSphere in 3.4 , lawnjelly now brings us a more adaptable and easy way to add basic occlusion culling in the form of the OccluderShapePolygon. You can move the polygon with the node transform, drag the corners to reshape it, add delete points. This should show up initially as a quad.

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

Mircosoft Game Dev

Improve Culling: Portals (rewrite as polygon-based) and Rooms. As such, ports for different platforms must be kept separate as they share little code. A nice example of how UBOs make everything simpler and more efficient is in the piece of C++ code that sets up the light parameters into a shader in the OpenGL ES 2.0

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Dev snapshot: Godot 3.5 beta 5

Mircosoft Game Dev

Following on from the addition of OccluderShapeSphere in 3.4 , lawnjelly now brings us a more adaptable and easy way to add basic occlusion culling in the form of the OccluderShapePolygon. You can move the polygon with the node transform, drag the corners to reshape it, add delete points. This should show up initially as a quad.

Beta 52
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Optimize Vegetation Generation

Mnenad

If you just need to batch once or twice during runtime even a high number of objects (in a demo scene he uses 10k mesh objects) the FPS will increase immensely with the code provided by Mr. Dimitrov, but if you do it over and over again I recommend  MeshCombineStudio. And it has just twelve vertices.

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