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

Mircosoft Game Dev

Physics: Bind methods related to disabling collision between joint bodies ( GH-70477 ). Physics: Implement collision impulse in Godot Physics 3D ( GH-70281 ). Rendering: Use proper indices for lights, decals, and reflection probes in mobile scene shader ( GH-70929 ).

Beta 106
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Dev snapshot: Godot 4.0 beta 11

Mircosoft Game Dev

Physics: Bind methods related to disabling collision between joint bodies ( GH-70477 ). Physics: Implement collision impulse in Godot Physics 3D ( GH-70281 ). Rendering: Use proper indices for lights, decals, and reflection probes in mobile scene shader ( GH-70929 ).

Beta 82
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The 7 deadliest game dev sins. Are you guilty of any of them?

Awesome Tuts

It means you type a string manually every time you need it e.g. when checking collisions, getting a game object in the scene, getting a child object from a parent, etc. 5 Overusing cameras, especially on mobile devices. Learning how to use occlusion culling will also help you in this case. What does that mean? The solution?

Dev 52
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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. It works by implementing voxel cone tracing in a way that is friendlier with low end GPUs and high end mobile. Implement post process effects: DOF Blur, Bloom and Tone Mapping.

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. 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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Release candidate: Godot 3.5 RC 2

Mircosoft Game Dev

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.

Render 52
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Release candidate: Godot 3.2.4 RC 4

Mircosoft Game Dev

A new software skinning for MeshInstance to replace the slow GPU skinning on devices that don't support the fast GPU skinning (especially mobile). 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 ).

Render 52