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Physics: Bind methods related to disabling collision between joint bodies ( GH-70477 ). Physics: Implement collision impulse in Godot Physics 3D ( GH-70281 ). Rendering: Visual instance layers are regarded during shadow culling ( GH-70638 ). Physics: Allow to apply the angular velocity of a moving platform ( GH-63650 ).
Physics: Bind methods related to disabling collision between joint bodies ( GH-70477 ). Physics: Implement collision impulse in Godot Physics 3D ( GH-70281 ). Rendering: Visual instance layers are regarded during shadow culling ( GH-70638 ). Physics: Allow to apply the angular velocity of a moving platform ( GH-63650 ).
These are 7 absolutely worst things you can do in your game dev project that will slow down your game, make it crash, not get you hired in a game studio, or get you fired if you work in one. This is something I see a lot in the game dev world, especially the tutorial world. If not, you have that inside Game Dev Pro. #5
Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Editor: Fix logic for showing tilemap debug collision shapes ( GH-49075 ). Physics: Heightmap collision shape support in Godot Physics 3D ( GH-47349 ). Physics: Expose collider RID in 2D/3D kinematic collision ( GH-49476 ). See the full changelog since 3.3-stable
Allows collisions against the physics world. They are dynamic and can be moved around in real-time, colliding with any particle system which matches the cull mask. Baked SDF Collision. Still, for complex interiors, creating all the collisions with boxes and spheres can be a hassle. Less flexible. Particles in Godot 4.0
Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Editor: Fix logic for showing tilemap debug collision shapes ( GH-49075 ). Physics: Heightmap collision shape support in Godot Physics 3D ( GH-47349 ). Physics: Expose collider RID in 2D/3D kinematic collision ( GH-49476 ). See the full changelog since 3.3-stable
Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Editor: Fix logic for showing tilemap debug collision shapes ( GH-49075 ). Physics: Heightmap collision shape support in Godot Physics 3D ( GH-47349 ). Physics: Expose collider RID in 2D/3D kinematic collision ( GH-49476 ). See the full changelog since 3.3-stable
And for people doing engine development, there’s a new dev_build option which can be used together with target to enable dev-specific code and also affects a few presets. Particles: Adds amount property to collision sub particles ( GH-66349 ). Rendering: Vulkan: Fix culling of negatively-scaled objects ( GH-67176 ).
And for people doing engine development, there's a new dev_build option which can be used together with target to enable dev-specific code and also affects a few presets. Particles: Adds amount property to collision sub particles ( GH-66349 ). Rendering: Vulkan: Fix culling of negatively-scaled objects ( GH-67176 ).
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. How is this achieved? Neither need to retrieve data.
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).
Multiple fixes to one-way collisions. Physics: Fix multiple issues with one-way collisions ( GH-42574 ). Physics: Allow CollisionObject to show collision shape meshes ( GH-45783 ). Rendering: Various fixes to light culling ( GH-46694 ). In either case, be sure to report the problem on GitHub.
Multiple fixes to one-way collisions. Physics: Fix multiple issues with one-way collisions ( GH-42574 ). Physics: Allow CollisionObject to show collision shape meshes ( GH-45783 ). Rendering: Various fixes to light culling ( GH-46694 ). In either case, be sure to report the problem on GitHub.
Multiple fixes to one-way collisions. Physics: Fix multiple issues with one-way collisions ( GH-42574 ). Physics: Allow CollisionObject to show collision shape meshes ( GH-45783 ). Rendering: Various fixes to light culling ( GH-46694 ). In either case, be sure to report the problem on GitHub.
Implement Particle Shaders, with support for: Sorting, Collision and Soft Particles. Improve Culling: Portals (rewrite as polygon-based) and Rooms. Implement post process effects: DOF Blur, Bloom and Tone Mapping. TODO for Milestone #4 (January 2017). Add Clustered lighting (before this all is forward). Add Layered/Stencil rendering.
A long-standing Bullet regression has finally been fixed ( GH-56801 ), solving issues with KinematicBody collisions on edges (e.g. 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.
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. Anything behind the polygon will be culled from view. Physics: Bullet: KinematicBody compound shape collision fix ( GH-56801 ).
Implement Particle Shaders, with support for: Sorting, Collision and Soft Particles. Improve Culling: Portals (rewrite as polygon-based) and Rooms. This means that dozens of thousands of particles can be drawn effortlessly, and include some features such as collision against the static environment by capturing depth/normal maps.
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. Anything behind the polygon will be culled from view. Physics: Bullet: KinematicBody compound shape collision fix ( GH-56801 ).
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. Anything behind the polygon will be culled from view. Physics: Bullet: KinematicBody compound shape collision fix ( GH-56801 ).
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. Anything behind the polygon will be culled from view. Physics: Bullet: KinematicBody compound shape collision fix ( GH-56801 ).
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. Anything behind the polygon will be culled from view. Physics: Bullet: KinematicBody compound shape collision fix ( GH-56801 ).
Physics: Many fixes to one-way collisions. Fixes to KinematicBody collisions. Cylinder collision shape for GodotPhysics. Various light culling fixes. Many fixes to one-way collisions. One-way collisions prior to Godot 3.3 Fixes to KinematicBody collisions. Cylinder collision shape for GodotPhysics.
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. Anything behind the polygon will be culled from view. Physics: Bullet: KinematicBody compound shape collision fix ( GH-56801 ).
Implement Particle Shaders, with support for: Sorting, Collision and Soft Particles. Improve Culling: Portals (rewrite as polygon-based) and Rooms. TODO for Milestone #3 (December 2016). Implement the new version of the Godot SVO-based Light Baker. Add Clustered lighting (before this all is forward). Add Layered/Stencil rendering.
Core: Fixed false positives in the culling system ( GH-37863 ). Physics: Test collision mask before creating constraint pair in Godot physics broadphase 2D and 3D ( GH-39399 ). The download links for dev snapshots are not featured on the Download page to avoid confusion for new users. Core: Fix dangling Variants ( GH-38119 ).
Core: Fixed false positives in the culling system ( GH-37863 ). Physics: Test collision mask before creating constraint pair in Godot physics broadphase 2D and 3D ( GH-39399 ). The download links for dev snapshots are not featured on the Download page to avoid confusion for new users. Core: Fix dangling Variants ( GH-38119 ).
Core: Fixed false positives in the culling system ( GH-37863 ). Physics: Test collision mask before creating constraint pair in Godot physics broadphase 2D and 3D ( GH-39399 ). The download links for dev snapshots are not featured on the Download page to avoid confusion for new users. Core: Fix dangling Variants ( GH-38119 ).
Those now come with support for attractors, collision , trails , sub-emitters and manual emission. Several new optimization techniques are also at your disposal, such as occlusion culling , automatic mesh LOD , and manual HLOD using visibility ranges , made possible by Joan Fons ( JFonS ), and Juan. has been added by Je06jm.
Core: Fixed false positives in the culling system ( GH-37863 ). Physics: Test collision mask before creating constraint pair in Godot physics broadphase 2D and 3D ( GH-39399 ). C#: Fix exported values not updated in the remote inspector ( GH-38940. Core: Ensure COWData does not always reallocate on resize ( GH-37373 ).
It has built-in collision, occlusion and navigation polygon editors, together with the possibility to extend the resource using a tool script to have control over what subtiles do. will bring a new and more powerful animation tree, modern occlusion culling, improved rendering and a GLES 2.0 Improved flat style box.
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