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Dev snapshot: Godot 4.4 beta 1

Mircosoft Game Dev

Add transparency support for LightmapGI Currently when baking lightmaps users have to choose between transparent objects casting shadows as if they were fully opaque, or not casting shadows at all. This has been a major limitation in both the quality of lightmap baking and the ergonomics of the lightmap baking workflow.

Beta 106
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GSoC 2022 - Progress report #1

Mircosoft Game Dev

x CPU lightmapper and adding a new debug draw mode for visualizing the texel density of lightmaps. Previously every LightmapGI node used to store its lightmap atlas in a single large image. I modified the implementation to allow saving the lightmap atlas as multiple images if it doesn't fit inside a single image. Next steps.

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Godot 3.1 is out, improving usability and features

Mircosoft Game Dev

Use baked lightmaps instead. uses the novel concept of "action strength" While it may take a bit of time to sink in, this approach allows using actions for all use cases and it makes it very easy to create in-game customizable mappings and customization screens. GIProbes of course don't work.

Feature 52
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Setting the Mood: Exploring Lighting and Mood in Game Art 

iXie gaming

Plan for lighting early, from concept art to level design. Capture lighting at specific points to realistically light moving objects. Additional Techniques Real-time Lighting. Lighting changes in the game as you play, making the environment more interactive. Experiment and Get Feedback Lighting requires trial and error.

Art 52