Remove Collision Remove Culling Remove Data
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Why does Godot use Servers and RIDs?

Mircosoft Game Dev

Rendering, while mostly a sequential process (GPUs are sequential), can be parallelized in a few places, like frustum culling and (in modern APIs such as Vulkan, Metal or DirectX12) creation of command lists. Near Phase: Generating collision information of overlapping objects. Neither need to retrieve data. How is this achieved?

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

Mircosoft Game Dev

Refactor the Image class to include modern data types. Implement Particle Shaders, with support for: Sorting, Collision and Soft Particles. Improve Culling: Portals (rewrite as polygon-based) and Rooms. Refactor Image class to include modern data types. The Image class had to be refactored for more modern data types.

Render 52
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Dev snapshot: Godot 3.4 beta 2

Mircosoft Game Dev

Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Android: Add basic user data backup option ( GH-49070 ). Editor: Fix logic for showing tilemap debug collision shapes ( GH-49075 ). OS: Expose OS data directory getter methods ( GH-49732 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ).

Beta 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. Portal occlusion culling. Up till now a significant missing feature in the renderer has been the ability to cull (prevent rendering) objects that are within the camera view, but occluded by another object (for instance a wall).

UX 52
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Dev snapshot: Godot 3.4 beta 3

Mircosoft Game Dev

Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Android: Add basic user data backup option ( GH-49070 ). Editor: Fix logic for showing tilemap debug collision shapes ( GH-49075 ). OS: Expose OS data directory getter methods ( GH-49732 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ).

Beta 52
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Dev snapshot: Godot 3.4 beta 6

Mircosoft Game Dev

Physics: Improved logic for KinematicBody collision recovery depth ( GH-53451 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Android: Add basic user data backup option ( GH-49070 ). Android: Add support for prompting the user to retain app data on uninstall ( GH-51605 ).

Beta 52
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Dev snapshot: Godot 3.4 beta 4

Mircosoft Game Dev

Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Android: Add basic user data backup option ( GH-49070 ). Android: Add support for prompting the user to retain app data on uninstall ( GH-51605 ). Editor: Fix logic for showing tilemap debug collision shapes ( GH-49075 ). If you need to preserve the 3.2

Beta 52