Remove Collision Remove Prototyping Remove Shaders
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Godot 3.3 has arrived, with a focus on optimization and reliability

Mircosoft Game Dev

Physics: Many fixes to one-way collisions. Fixes to KinematicBody collisions. Cylinder collision shape for GodotPhysics. Building upon the initial prototype , we've now reached a state where we're happy to release the Web editor in sync with the native version, so you can find the latest stable version on editor.godotengine.org.

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Object Placement on Terrain (Mesh)

Mnenad

I have absolute no clue what caused the issue, but I was not able to sum up the way to long and unclear arranged geometry calculation in the shader within a single function. The most important scrip besides the shader itself is the  GrassRenderer. He Sam Wronski does it in part 4 at the very beginning. AND THAT HAPPENS!

Terrain 52
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Introducing the Godot glTF 2.0 scene exporter

Mircosoft Game Dev

For example, creating a blockout or prototyping within Godot, then exporting as glTF to further edit in Blender, and finally bringing the geometry back into Godot. For example, VRM allows cel-shaded characters with custom hair, clothing and collisions. Animation skinning and blend shapes are using compute shaders.

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Here comes Godot 3.2, with quality as priority

Mircosoft Game Dev

Visual Shaders overhaul. There is a burgeoning community of Quest VR developers already publishing interesting Godot-based prototypes, and the stable 3.2 Holger Dammertz's Voxel Works Quest prototype made with Godot for Oculus Quest. Holger Dammertz's Voxel Works Quest prototype made with Godot for Oculus Quest.

Feature 52
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Godot 3.1 is out, improving usability and features

Mircosoft Game Dev

Visual shader editor. Some shader features will not work and throw an error when used (which is to be expected when using an older OpenGL version). As this back-end is intended to run on the lowest end hardware possible, shaders need to be kept very small. Visual shader editor. Revamped 2D editor. New TileSet editor.

Feature 52