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Maintenance releases are expected to be safe for an upgrade, but we recommend to always make backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss. XR: Correct occlusion culling viewport location calculation when projection uses asymmetric FOV ( GH-104249 ).
Maintenance releases are expected to be safe for an upgrade, but we recommend to always make backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss. Rendering: Fix 2D quad primitive missing lighting data in GLES3 renderer ( GH-102908 ). security fix) ( GH-104562 ).
using data oriented algorithms to process the culling of objects and both secondary command buffers and automatic batching to efficiently submit the draw primitives. It also has more useful built-in data types such as integer vectors. Core engine. The compatibility backend is based on OpenGL ES 3.0 / OpenGL 3.3 / WebGL 2.0
NetEase Thunder Fire Games Uses Mesh Shading To Create Beautiful Game Environments for Justice In December, we interviewed Haiyong Qian, NetEase GameEngine. Not only are the updated environments breathtaking, the game supports 1.8 With MeshShaders, the culling algorithms we use can be of great flexibility.
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 gameengine. Research on gameengine optimization for multiple threads at the time resulted in documentation and papers for a new technique named job scheduling. How is this achieved?
If you use and enjoy Godot, plan to use it, or want support the cause of having a mature, high quality free and open source gameengine, then please consider becoming our patron. Rendering: Portal occlusion culling. Portal occlusion culling. Thanks to all of you patrons from the bottom of our hearts!
Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Android: Add basic user data backup option ( GH-49070 ). Android: Add support for prompting the user to retain app data on uninstall ( GH-51605 ). OS: Expose OS data directory getter methods ( GH-49732 ). In-depth documentation is available.
Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Android: Add basic user data backup option ( GH-49070 ). Android: Add support for prompting the user to retain app data on uninstall ( GH-51605 ). OS: Expose OS data directory getter methods ( GH-49732 ). In-depth documentation is available.
Godot uses a considerably different approach to rendering (and rendering abstraction) than other, popular, gameengines. Retrieving data from VisualServer is slow, as it may need synchronization. Most gameengines nowadays start with HLSL or CG as a base and offer it to the user directly. Shader abstraction.
Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Android: Add basic user data backup option ( GH-49070 ). Android: Add support for prompting the user to retain app data on uninstall ( GH-51605 ). Core: Provide a getter for the project data directory ( GH-52714 ). In-depth documentation is available.
Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Android: Add basic user data backup option ( GH-49070 ). Android: Add support for prompting the user to retain app data on uninstall ( GH-51605 ). Core: Provide a getter for the project data directory ( GH-52714 ). In-depth documentation is available.
Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Android: Add basic user data backup option ( GH-49070 ). Android: Add support for prompting the user to retain app data on uninstall ( GH-51605 ). Core: Provide a getter for the project data directory ( GH-52714 ). In-depth documentation is available.
Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Android: Add basic user data backup option ( GH-49070 ). Android: Add support for prompting the user to retain app data on uninstall ( GH-51605 ). Core: Provide a getter for the project data directory ( GH-52714 ). In-depth documentation is available.
glTF: Fix parsing base64-encoded buffer and image data ( GH-42501 , GH-42504 ). Rendering: Various fixes to light culling ( GH-46694 ). GLES3: Ensure that color values in Reinhard tonemapping are positive ( GH-42056 ). glTF: Use vertex colors by default ( GH-41007 ). glTF: Fix handling of normalized accessor property ( GH-44746 ).
glTF: Fix parsing base64-encoded buffer and image data ( GH-42501 , GH-42504 ). Rendering: Various fixes to light culling ( GH-46694 ). GLES3: Ensure that color values in Reinhard tonemapping are positive ( GH-42056 ). glTF: Use vertex colors by default ( GH-41007 ). glTF: Fix handling of normalized accessor property ( GH-44746 ).
glTF: Fix parsing base64-encoded buffer and image data ( GH-42501 , GH-42504 ). Rendering: Various fixes to light culling ( GH-46694 ). GLES3: Ensure that color values in Reinhard tonemapping are positive ( GH-42056 ). glTF: Use vertex colors by default ( GH-41007 ). glTF: Fix handling of normalized accessor property ( GH-44746 ).
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