This site uses cookies to improve your experience. To help us insure we adhere to various privacy regulations, please select your country/region of residence. If you do not select a country, we will assume you are from the United States. Select your Cookie Settings or view our Privacy Policy and Terms of Use.
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Used for the proper function of the website
Used for monitoring website traffic and interactions
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Strictly Necessary: Used for the proper function of the website
Performance/Analytics: Used for monitoring website traffic and interactions
Animation: Fix console errors and crash in cleanup code for PhysicalBoneSimulator3D ( GH-103921 ). XR: Correct occlusion culling viewport location calculation when projection uses asymmetric FOV ( GH-104249 ). Animation: Fix rest translation space in LookAtModifier3D ( GH-104217 ). This release is built from commit abef5e0d2.
I also uploaded the dev build of the Delores engine (including the complete debugger) so you can run all your edits and changes. I've always skewed away from visual programming and dialogue engines. why don't you release the source to the engine?". Releasing the engine source (c++) is problematic for a few reasons.
But wait… don’t hit the back button yet… I also uploaded the dev build of the Delores engine (including the complete debugger) so you can run all your edits and changes. I’ve always skewed away from visual programming and dialogue engines. Releasing the engine source (c++) is problematic for a few reasons.
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. Windows: Improve console handling and execute ( GH-55987 ). x no longer works in 3.5
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. Windows: Improve console handling and execute ( GH-55987 ). x no longer works in 3.5
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. Windows: Improve console handling and execute ( GH-55987 ).
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. Windows: Improve console handling and execute ( GH-55987 ).
Donations and corporate grants play a vital role in enabling us to develop Godot at this sustained pace, since they are our only source of income, and are used 100% to pay developers to work on the engine. Rendering: Portal occlusion culling. Portal occlusion culling. Thanks to all of you patrons from the bottom of our hearts!
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. Windows: Improve console handling and execute ( GH-55987 ).
After more than 18 months of development, all Godot Engine contributors are proud to present our biggest release so far, Godot 3.0! It brings a brand new rendering engine with state-of-the-art PBR workflow for 3D, an improved assets pipeline, GDNative to load native code as plugins, C# 7.0 New audio engine. Console support.
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. Windows: Improve console handling and execute ( GH-55987 ).
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. Windows: Improve console handling and execute ( GH-55987 ).
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. Windows: Improve console handling and execute ( GH-55987 ).
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. Windows: Improve console handling and execute ( GH-55987 ).
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. Windows: Improve console handling and execute ( GH-55987 ).
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. Windows: Improve console handling and execute ( GH-55987 ).
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. Windows: Improve console handling and execute ( GH-55987 ).
Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Core: Improve the console error logging appearance: ( GH-49577 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). And many more bug fixes and usability enhancements all around the engine! Extensive documentation will be available soon.
Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Core: Improve the console error logging appearance: ( GH-49577 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). And many more bug fixes and usability enhancements all around the engine! In-depth documentation is available.
Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Core: Improve the console error logging appearance: ( GH-49577 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). And many more bug fixes and usability enhancements all around the engine! In-depth documentation is available.
Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Core: Improve the console error logging appearance: ( GH-49577 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). And many more bug fixes and usability enhancements all around the engine! In-depth documentation is available.
Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Core: Improve the console error logging appearance: ( GH-49577 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). And many more bug fixes and usability enhancements all around the engine! In-depth documentation is available.
Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Core: Improve the console error logging appearance: ( GH-49577 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). And many more bug fixes and usability enhancements all around the engine! In-depth documentation is available.
Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Core: Improve the console error logging appearance: ( GH-49577 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). And many more bug fixes and usability enhancements all around the engine! In-depth documentation is available.
Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Core: Improve the console error logging appearance: ( GH-49577 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). And many more bug fixes and usability enhancements all around the engine! In-depth documentation is available.
We organize all of the trending information in your field so you don't have to. Join 5,000+ users and stay up to date on the latest articles your peers are reading.
You know about us, now we want to get to know you!
Let's personalize your content
Let's get even more personalized
We recognize your account from another site in our network, please click 'Send Email' below to continue with verifying your account and setting a password.
Let's personalize your content