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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 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.
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 ).
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?
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.
stable branch in January 2020 as a major update to our free and open source gameengine. 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 ).
Enjoy great scaling across all GeForce RTX GPUs and resolutions, including the new ultra performance mode for 8K gaming. NVIDIA Reflex NVIDIA Reflex is a toolkit to measure, debug and improve CPU+GPU latency in competitive multiplayer games. Access the NVIDIA DLSS plugin for UE4 here. Updates to NVIDIA RTX UE 4.25 and UE4.26.1,
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
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! and Godot 3.3.
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
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
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.
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 ). Things should now be in a pretty good shape and we hope to be able to release 3.2.4 stable soon™.
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 ).
Godot uses a considerably different approach to rendering (and rendering abstraction) than other, popular, gameengines. 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. I'm not trying to say that these APIs are useless, though.
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.
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. Raise errors when accessing deleted objects in debug. Raise errors when accessing deleted objects in debug. Various light culling fixes.
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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