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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). Godot is a complex piece of software and is not bug-free.
If you just need to batch once or twice during runtime even a high number of objects (in a demo scene he uses 10k mesh objects) the FPS will increase immensely with the code provided by Mr. Dimitrov, but if you do it over and over again I recommend MeshCombineStudio. This was recorded during the batching process. FPS on my machine.
Here is an example using the older 3D platformer demo: VR support. Exporting works based on presets, so it's possible to have two presets targeting the same platform, but with different configuration values (such as Android ARM and x86, demo and full game presets, etc.). The export system in Godot has been entirely rewritten.
Web editor running the "Ninja Adventure" demo from the eponymous CC0 asset pack by Pixel-Boy and AAA. Some examples are: A new software skinning for MeshInstance to replace the slow GPU skinning on devices that don't support the fast GPU skinning (especially mobile). Various light culling fixes. Reporting issues.
The illustration picture for this article is a screenshot of Wojtek Pe 's Forest scene demo made in Godot 4.0 The ugly reality of software development is that legacy code builds up really quick and keeping it up to date, ready for new challenges that arise several years down the line takes a lot of effort. beta 1 now! What's new?
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