Remove Collision Remove Game Engine Remove Terrain
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Why does Godot use Servers and RIDs?

Mircosoft Game Dev

Before going into optimizing for multiple threads, let's first take a look at the typical order of execution of the main blocks of a game engine. Research on game engine optimization for multiple threads at the time resulted in documentation and papers for a new technique named job scheduling.

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Physics progress report #1

Mircosoft Game Dev

Cylinder collision shape. One of the requirements was adding support for cylinder shapes in Godot's custom collision detection system. Technical details: Godot Physics is almost entirely based on the SAT algorithm for collision detection, but cylinders can't entirely rely on that. Heightmap collision shape.

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Dev snapshot: Godot 4.0 beta 3

Mircosoft Game Dev

Editor: Allow right-click to erase TileSet terrains and TileMap autotiles ( GH-65903 , GH-66656 ). Particles: Adds amount property to collision sub particles ( GH-66349 ). Editor: Add ability to rename groups in the GroupsEditor ( GH-62659 ). Editor: Define bold, italics and mono fonts in editor log for print_rich() ( GH-62860 ).

Beta 52
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Dev snapshot: Godot 4.0 beta 3

Mircosoft Game Dev

Editor: Allow right-click to erase TileSet terrains and TileMap autotiles ( GH-65903 , GH-66656 ). Particles: Adds amount property to collision sub particles ( GH-66349 ). Editor: Add ability to rename groups in the GroupsEditor ( GH-62659 ). Editor: Define bold, italics and mono fonts in editor log for print_rich() ( GH-62860 ).

Beta 52
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Godot 3.0 is out and ready for the big leagues

Mircosoft Game Dev

The new 3D engine is outstanding, with many features out-of-the-box that are still not common in other mainstream engines. The new 3D renderer is state-of-the-art, with features rarely see in game engines today, such as: Full principled BSDF. Bullet Physics backend.

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