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My latest big contribution to the engine is the new CPU lightmapper, which will be landing with the 3.2.4 My first task will be integrating an occlusion culling system into the new Vulkan renderer. While occlusion culling is not a silver bullet, it can give big performance improvements in a variety of scenes.
are done, I have spent the past two months optimizing the rendering engine, both on the CPU and GPU side. Before getting into the GPU side, several optimizations have been done on the CPU side: Culling is now done in a brute-force way which is extremely cache efficient. These test do culling on 10k objects. CPU Optimization.
NetEase Thunder Fire Games Uses Mesh Shading To Create Beautiful Game Environments for Justice In December, we interviewed Haiyong Qian, NetEase Game Engine. To learn more about the implementation and results, we sat down with Yuheng Zou, game engine developer at NetEase. However, careful profiling and optimization is required.
As of today, Unreal Engine 4 (UE4). As of today, Unreal Engine 4 (UE4) developers can now access DLSS as a plugin for Unreal Engine 4.26. Additionally, NVIDIA Reflex is now available as a feature in Unreal Engine. The NVIDIA RTX UE4 4.25 branches have also received updates. Access the NVIDIA DLSS plugin for UE4 here.
Rendering: Added Viewport canvas cull mask feature ( GH-52350 ). Rendering: Fix several render issues found while debugging XR ( GH-68102 ). Multiplayer: Add peer authentication support to the default MultiplayerAPI( GH-67917 ). Physics: Implement adjusting the maximum number of physics steps per rendered frame ( GH-65836 ).
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. This was fine, as our engine ran in a single thread (which was common, as most CPU architectures were single-core back then).
Our SCons setup used to have tools and target options that were combined to build either the editor or the export templates, and define whether it’s a “release” or “debug” build. The “debug” term in that setup was quite ambiguous however and the source of a lot of confusion, as described in godot-proposals#3371.
Our SCons setup used to have tools and target options that were combined to build either the editor or the export templates, and define whether it's a "release" or "debug" build. The "debug" term in that setup was quite ambiguous however and the source of a lot of confusion, as described in godot-proposals#3371.
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. this bug was fixed with a more comprehensive approach which prevents dangling Variant pointers in both release and debug builds. Other changes.
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!
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. this bug was fixed with a more comprehensive approach which prevents dangling Variant pointers in both release and debug builds. Other changes.
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. this bug was fixed with a more comprehensive approach which prevents dangling Variant pointers in both release and debug builds. Other changes.
stable branch in January 2020 as a major update to our free and open source game engine. Such pointer could be reported as valid even though the memory it points to was not, or worse, that memory could now hold a different object, leading to hard to debug situations. C#: Allow debugging exported games ( GH-38115 ).
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 ). Core: Fixed false positives in the culling system ( GH-37863 ). The fix made in the 3.2
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. this bug was fixed with a more comprehensive approach which prevents dangling Variant pointers in both release and debug builds. Other changes.
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. this bug was fixed with a more comprehensive approach which prevents dangling Variant pointers in both release and debug builds. Other changes.
Godot uses a considerably different approach to rendering (and rendering abstraction) than other, popular, game engines. Rendering engineers are rare to find, so this can be a starting point. As for DirectX12, it's only relevant for Windows/UWP, so there is no strong incentive for us to support it as a cross-platform engine.
in January 2020, we switched the development focus towards the upcoming Godot 4.0 , which is a major, compatibility-breaking rewrite of the engine's core and rendering. Additional funding will enable us to hire more core developers to work full-time on the engine, and thus further improve its development pace and stability.
Thanks to all pre-release testers who help us find and debug regressions! Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). Rendering: Various fixes to light culling ( GH-46694 ). And many more bug fixes and usability enhancements all around the engine! stable soon™. mbedtls 2.16.9,
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. Add an Occluder node to your scene, and choose to create an OccluderShapePolygon.
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. Add an Occluder node to your scene, and choose to create an OccluderShapePolygon.
Rendering: Added Viewport canvas cull mask feature ( GH-52350 ). Rendering: Fix several render issues found while debugging XR ( GH-68102 ). Multiplayer: Add peer authentication support to the default MultiplayerAPI( GH-67917 ). Physics: Implement adjusting the maximum number of physics steps per rendered frame ( GH-65836 ).
Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). Rendering: Various fixes to light culling ( GH-46694 ). And many more bug fixes and usability enhancements all around the engine! Camera2D: Fix frame delay and smoothing processing issues ( GH-46697 , GH-46717 ). mbedtls 2.16.10, miniupnpc 2.2.2,
Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). Rendering: Various fixes to light culling ( GH-46694 ). And many more bug fixes and usability enhancements all around the engine! Camera2D: Fix frame delay and smoothing processing issues ( GH-46697 , GH-46717 ). mbedtls 2.16.10, miniupnpc 2.2.2,
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. Add an Occluder node to your scene, and choose to create an OccluderShapePolygon.
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. Add an Occluder node to your scene, and choose to create an OccluderShapePolygon.
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. Add an Occluder node to your scene, and choose to create an OccluderShapePolygon.
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. Add an Occluder node to your scene, and choose to create an OccluderShapePolygon.
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. Add an Occluder node to your scene, and choose to create an OccluderShapePolygon.
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. Add an Occluder node to your scene, and choose to create an OccluderShapePolygon.
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