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At Unite 2024, Unity’s development team introduced a series of advanced GPU optimization techniques aimed at improving rendering performance across various platforms. Whether you are developing for high-end PCs, consoles, or mobile devices, these methods are critical for delivering visually rich, smooth-running applications.
I'm happy to announce that, starting today, I will be working as a full-time Godot developer! Moving forward, and with my full focus on Godot development, my goal is to work on Godot's 3D rendering and help bring Godot 4.0 My first task will be integrating an occlusion culling system into the new Vulkan renderer. finish line.
NetEase Thunder Fire Games Uses Mesh Shading To Create Beautiful Game Environments for Justice In December, we interviewed Haiyong Qian , NetEase Game Engine Development Researcher and Manager of NetEase Thunder Fire Games Technical Center, to see what he’s learned as the Justice team added NVIDIA ray-tracing solutions to their development pipeline.
The game is developed by Vedg Studio / NoirosL and was recently ported to Godot 4.0 Rendering: Added Viewport canvas cull mask feature ( GH-52350 ). Rendering: Fix several render issues found while debugging XR ( GH-68102 ). Wishlist it on Steam! What's new. If you're interested in an overview of what's new in Godot 4.0
Rendering: Fix shadow culling with orthogonal camera and wrong VIEWPORT_SIZE shader builtin ( GH-35406 ). There will still be various fixes made before the final release, and we will need your detailed bug reports to debug issues and fix them. development build. Tween: Fixed Tween::start with pending updates ( GH-35452 ).
The illustration picture for this article is a screenshot of Black Pellet , an upcoming claymation-style Western adventure by Raisel Edwards , which is being developed with Godot 4.0. The “debug” term in that setup was quite ambiguous however and the source of a lot of confusion, as described in godot-proposals#3371. Major changes.
The illustration picture for this article is a screenshot of Black Pellet , an upcoming claymation-style Western adventure by Raisel Edwards , which is being developed with Godot 4.0. The "debug" term in that setup was quite ambiguous however and the source of a lot of confusion, as described in godot-proposals#3371.
merge window but have been further developed and backported since. DTLS support and ENET integration , developed by Fabio ( Faless ) ( added in 3.2.2 is only done on debug builds for performance reasons, so make sure to fix any error reported by the editor or debug builds before shipping a release build to your players.
As of today, Unreal Engine 4 (UE4) developers can now access DLSS as a plugin for Unreal Engine 4.26. NVIDIA Reflex NVIDIA Reflex is a toolkit to measure, debug and improve CPU+GPU latency in competitive multiplayer games. Learn more about other NVIDIA developer tools and SDKs available for game developers here.
merge window but have been further developed and backported since. DTLS support and ENET integration , developed by Fabio ( Faless ). While this is not a feature per se, it fixes a major annoyance that users have had with pointers to freed objects unexpectedly being re-assigned to new objects, causing hard-to-debug issues.
The main development effort then moved towards our future major version, Godot 4.0 (see experience (especially since we expect at least one year of development before 4.0 Thanks to the work of Pedro ( RandomShaper ), debug versions of Godot (e.g. Thanks to the work of Pedro ( RandomShaper ), debug versions of Godot (e.g.
All Godot contributors are delighted to release our latest milestone today, Godot 3.4 , after more than 6 months of development! While most development focus is on our upcoming Godot 4.0 x branch to develop and publish their games today , so it's important for us to keep giving Godot 3 users an improved gamedev experience.
DTLS support and ENET integration , developed by Fabio ( Faless ). While this is not a feature per se, it fixes a major annoyance that users have had with pointers to freed objects unexpectedly being re-assigned to new objects, causing hard-to-debug issues. C#: Allow debugging exported games ( GH-38115 ). Other changes.
The practical tips are organized into short, actionable items for developers working on ray tracing today. 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. Update the BLAS only for visible objects.
DTLS support and ENET integration , developed by Fabio ( Faless ). While this is not a feature per se, it fixes a major annoyance that users have had with pointers to freed objects unexpectedly being re-assigned to new objects, causing hard-to-debug issues. C#: Allow debugging exported games ( GH-38115 ). Other changes.
DTLS support and ENET integration , developed by Fabio ( Faless ). While this is not a feature per se, it fixes a major annoyance that users have had with pointers to freed objects unexpectedly being re-assigned to new objects, causing hard-to-debug issues. C#: Allow debugging exported games ( GH-38115 ). Other changes.
DTLS support and ENET integration , developed by Fabio ( Faless ). While this is not a feature per se, it fixes a major annoyance that users have had with pointers to freed objects unexpectedly being re-assigned to new objects, causing hard-to-debug issues. C#: Allow debugging exported games ( GH-38115 ). Other changes.
Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Editor: Fix logic for showing tilemap debug collision shapes ( GH-49075 ). Editor: Add custom debug shape thickness and color options to RayCast ( GH-49726 ). HTML5: Debug HTTP server refactor with SSL support ( GH-48250 ). or earlier no longer works in 3.4
development branch (see our release policy for details on the various Godot versions). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Editor: Fix logic for showing tilemap debug collision shapes ( GH-49075 ). Editor: Add custom debug shape thickness and color options to RayCast ( GH-49726 ).
development branch (see our release policy for details on the various Godot versions). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Editor: Fix logic for showing tilemap debug collision shapes ( GH-49075 ). Editor: Add custom debug shape thickness and color options to RayCast ( GH-49726 ).
development branch (see our release policy for details on the various Godot versions). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Core: Complain if casting a freed object in a debug session ( GH-51095 ). Editor: Fix logic for showing tilemap debug collision shapes ( GH-49075 ).
Previous engines we have developed (we as in Juan Linietsky and Ariel Manzur) did not really use this architecture and everything was provided via simple classes with inheritance and polymorphism. To avoid this, always check the errors reported in debug builds! Multi-threading. How is this achieved?
development branch (see our release policy for details on the various Godot versions). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Core: Complain if casting a freed object in a debug session ( GH-51095 ). Core: Add detailed error messages to release builds (used to be debug-only) ( GH-53405 ).
All Godot contributors are delighted to release our latest milestone today, Godot 3.3 , after more than 7 months of development! While most development focus is on our upcoming Godot 4.0 x branch to develop and publish their games today , so it's important for us to keep giving Godot 3 users an improved gamedev experience.
development branch (see our release policy for details on the various Godot versions). With this first Release Candidate , we completely freezes feature development, and comes after a long series of beta builds to fix a number of bugs reported against previous builds (as well as against previous stable branches). The upcoming Godot 3.4
is now considered feature complete, and has received a lot of bugfixes and improvements over the past weeks thanks to all the testers and developers who reported and fixed issues. Anything behind the polygon will be culled from view. Debugger: Add --debug-server command line option to listen for incoming connections ( GH-60819 ).
development branch (see our release policy for details on the various Godot versions). With this second Release Candidate , we have frozen feature development and are nearly ready to release the stable version. Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). The upcoming Godot 3.4
development branch (see our release policy for details on the various Godot versions). With this third Release Candidate , we have frozen feature development and are nearly ready to release the stable version. Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). The upcoming Godot 3.4
Thanks to all pre-release testers who help us find and debug regressions! Note for Linux builds: use_static_cpp=yes and udev=yes are now the default values, so you need libudev and libstdc++-static development packages to build in optimal conditions. Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ).
The game is developed by Vedg Studio / NoirosL and was recently ported to Godot 4.0 Rendering: Added Viewport canvas cull mask feature ( GH-52350 ). Rendering: Fix several render issues found while debugging XR ( GH-68102 ). Wishlist it on Steam! What’s new. If you’re interested in an overview of what’s new in Godot 4.0
is now considered feature complete, and has received a lot of bugfixes and improvements over the past weeks thanks to all the testers and developers who reported and fixed issues. Anything behind the polygon will be culled from view. Debugger: Add --debug-server command line option to listen for incoming connections ( GH-60819 ).
is now considered feature complete, and has received a lot of bugfixes and improvements over the past weeks thanks to all the testers and developers who reported and fixed issues. Anything behind the polygon will be culled from view. Debugger: Add --debug-server command line option to listen for incoming connections ( GH-60819 ).
is now considered feature complete, and has received a lot of bugfixes and improvements over the past weeks thanks to all the testers and developers who reported and fixed issues. Anything behind the polygon will be culled from view. Debugger: Add --debug-server command line option to listen for incoming connections ( GH-60819 ).
is now considered feature complete, and has received a lot of bugfixes and improvements over the past weeks thanks to all the testers and developers who reported and fixed issues. Anything behind the polygon will be culled from view. Debugger: Add --debug-server command line option to listen for incoming connections ( GH-60819 ).
is now considered feature complete, and has received a lot of bugfixes and improvements over the past weeks thanks to all the testers and developers who reported and fixed issues. Anything behind the polygon will be culled from view. Debugger: Add --debug-server command line option to listen for incoming connections ( GH-60819 ).
is now considered feature complete, and has received a lot of bugfixes and improvements over the past weeks thanks to all the testers and developers who reported and fixed issues. Anything behind the polygon will be culled from view. Debugger: Add --debug-server command line option to listen for incoming connections ( GH-60819 ).
is now considered feature complete, and has received a lot of bugfixes and improvements over the past weeks thanks to all the testers and developers who reported and fixed issues. Anything behind the polygon will be culled from view. Debugger: Add --debug-server command line option to listen for incoming connections ( GH-60819 ).
Note for Linux builds: use_static_cpp=yes and udev=yes are now the default values, so you need libudev and libstdc++-static development packages to build in optimal conditions. Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). Rendering: Various fixes to light culling ( GH-46694 ).
Note for Linux builds: use_static_cpp=yes and udev=yes are now the default values, so you need libudev and libstdc++-static development packages to build in optimal conditions. Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). Rendering: Various fixes to light culling ( GH-46694 ).
This document was written in hopes to find more developers that would like to help us write rendering code, as it explains the overall design. This design makes some things easy: Avoiding user and developer mistakes by forcing a very clear API wall. Without it it's quite difficult to get into the internals.
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