Remove Code Remove Lightmap Remove Pixel
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GLES2 and GDNative, progress report #7

Mircosoft Game Dev

The shader code for the lights can be found here. This was mostly coding in "the dark", so there is not much to show yet. The code is located here. As mentioned before, in order to know which pixels are "in a shadow" and which are lit, the scene has to be rendered from the viewpoint of the light.

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Godot 3.3 has arrived, with a focus on optimization and reliability

Mircosoft Game Dev

macOS: ARM64 build, code signing. Fabio Alessandrelli ( Faless ) has done a lot of work to enable running the Godot editor on the Web, using the same export code as for Godot-made games (since the Godot editor is developed 100% with the Godot API). macOS: ARM64 build, code signing. Platforms: Godot editor on the Web!

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Release candidate: Godot 3.4 RC 2

Mircosoft Game Dev

Android: Implement per-pixel transparency ( GH-51935 ). GDScript: Ignore property groups and categories in GDScript code completion ( GH-54272 ). Lightmapper: Add an editor setting to configure number of threads for lightmap baking ( GH-52952 ). Android: Improve input responsiveness on underpowered Android devices ( GH-42220 ).

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Release candidate: Godot 3.4 RC 3

Mircosoft Game Dev

Android: Implement per-pixel transparency ( GH-51935 ). GDScript: Ignore property groups and categories in GDScript code completion ( GH-54272 ). Lightmapper: Add an editor setting to configure number of threads for lightmap baking ( GH-52952 ). Android: Improve input responsiveness on underpowered Android devices ( GH-42220 ).

Mesh 52
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Dev snapshot: Godot 3.4 beta 6

Mircosoft Game Dev

Android: Implement per-pixel transparency ( GH-51935 ). Lightmapper: Add an editor setting to configure number of threads for lightmap baking ( GH-52952 ). Shaders: Prevent shaders from generating code before the constructor finishes ( GH-52475 ). Android: Add GDNative libraries to Android custom Gradle builds ( GH-49912 ).

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Release candidate: Godot 3.4 RC 1

Mircosoft Game Dev

Android: Implement per-pixel transparency ( GH-51935 ). Lightmapper: Add an editor setting to configure number of threads for lightmap baking ( GH-52952 ). Shaders: Prevent shaders from generating code before the constructor finishes ( GH-52475 ). Android: Add GDNative libraries to Android custom Gradle builds ( GH-49912 ).

Mesh 52
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Cocos Creator 3.8 Post-Process Shader Writing (2/2) Advanced

Cocos

If we want to support more complex Shaders, such as Blur, Depth of Field, and other effects, we need to work with the code to build it. Simply put, Gaussian blur takes every pixel on an image and processes it with the following process. Final pixel value = sum of all (pixels * weights). name : the effect’s name.

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