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NetEase Thunder Fire Games Uses Mesh Shading To Create Beautiful Game Environments for Justice In December, we interviewed Haiyong Qian, NetEase Game Engine. Recently, NetEase introduced Mesh Shader support to Justice. Q: What are you trying to achieve by adding mesh shading to Justice? Q: How do Mesh Shaders solve this?
using data oriented algorithms to process the culling of objects and both secondary command buffers and automatic batching to efficiently submit the draw primitives. Mesh streaming : Models are loaded as low detail (few vertices). Mesh resource for each pass of the particle. Rendering is significantly more efficient in Godot 4.0,
Mainly I focused on generating grass that bends in the wind and some fern like plants, but what comes next is usable for all kind of meshes. Batching means to combine mesh objects that share the same material or that are marked as static in the Unity inspector. In my case I had terrible FPS with just some thousand mesh instances.
Using it to check on Godot game development streamers resulted in this funny compilation both the content creators and their viewers expressed happiness that the communities they had built were being recognized by us. The PvP auto-battler with a medieval fantasy theme has quickly gained popularity with content creators!
It can be directly in the AS build calls or in some related task like the culling of the objects. Cull instances for TLAS. Instead, cull instances depending on the situation. For example, consider culling based on an expanded camera frustum. Consider representing mesh particles as instances in TLAS.
Rendering: Portal occlusion culling. 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). Core: Promote object validity checks to release builds.
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. For more advanced use cases, you can use TextMesh to generate 3D meshes from font glyphs, so you can add WordArt to your scenes ;). Anything behind the polygon will be culled from view.
Core: Fixed false positives in the culling system ( GH-37863 ). Import: Respect 'mesh compression' editor import option in Assimp and glTF importers ( GH-39134 ). RichTextLabel: Add option to fit height to contents ( GH-33235 ). C#: Fix exported values not updated in the remote inspector ( GH-38940.
release, with a lot of new content and many updates to existing tutorials to match the 3.2 Core: Fixed false positives in the culling system ( GH-37863 ). Import: Respect 'mesh compression' editor import option in Assimp and glTF importers ( GH-39134 ). RichTextLabel: Add option to fit height to contents ( GH-33235 ).
It's a long read, so here's a table of contents to easily get to a specific section: New physically based 3D renderer. Still, this workflow is easy and efficient as 3D objects get a second set of UVs generated on import, and baking works with instantiated meshes, scenes and even GridMaps. As mentioned above, 3.0 Full principled BSDF.
You may have already seen some of this content on social media, in blog posts, or in alpha release notes. We also reached out to content creators from the Godot community and got two very nice videos from FinePointCGI and Bramwell covering what Godot 4.0 In this article we highlight some of the new features we are most excited about.
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