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This includes 2D physics interpolation and hierarchical culling, and 3D mesh merging, level of detail, tighter shadow culling, ORM materials, and more. After 2 years of development, Godot 3.6 is finally out and it comes fully packed with features and quality of life improvements!
This third snapshot adds long awaited 2D physics interpolation, and another great optimization with 2D hierarchical culling. Slowly but surely, Godot 3.6 is shaping up to be a great release.
Rendering: Visual instance layers are regarded during shadow culling ( GH-70638 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDExtension).NET Tests: Add many new tests ( GH-70152 , GH-70396 , GH-70608 , GH-70919 ). Thanks Yuri for putting these highlights together!).
Rendering: Added Viewport canvas cull mask feature ( GH-52350 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDExtension).NET Multiplayer: Add peer authentication support to the default MultiplayerAPI( GH-67917 ). XR: Add support for OpenGL to OpenXR ( GH-67775 ).
at full speed (with a first dev snapshot released yesterday!), XR: Correct occlusion culling viewport location calculation when projection uses asymmetric FOV ( GH-104249 ). We released Godot 4.4 If you havent seen the 4.4 release page , its well worth a read! Since then, weve started the development phase for Godot 4.5
at full speed (with a first dev snapshot released last week!), XR: Correct occlusion culling viewport location calculation when projection uses asymmetric FOV ( GH-104249 ). We released Godot 4.4 If you havent seen the 4.4 release page , its well worth a read! Since then, weve started the development phase for Godot 4.5 release.
Rendering: Visual instance layers are regarded during shadow culling ( GH-70638 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDExtension).NET Tests: Add many new tests ( GH-70152 , GH-70396 , GH-70608 , GH-70919 ). Thanks Yuri for putting these highlights together!).
I also uploaded the dev build of the Delores engine (including the complete debugger) so you can run all your edits and changes. The other downside is these really are the dev tools we used to make the game, and like most in-house dev tools, they are poorly documented and very crude around the edges.
These are 7 absolutely worst things you can do in your game dev project that will slow down your game, make it crash, not get you hired in a game studio, or get you fired if you work in one. This is something I see a lot in the game dev world, especially the tutorial world. If not, you have that inside Game Dev Pro. #5
But wait… don’t hit the back button yet… I also uploaded the dev build of the Delores engine (including the complete debugger) so you can run all your edits and changes. P.S. The dev engine has all the same limitations as the game, so Mac 10.10, Win 10 (dx12) and unfortunately (at this time) no Linux build.
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.
What's more likely to happen is that they fund initial prototypes for several new game ideas, then approve the more promising ones and cull the rest. Short questions: Ask a Game Dev on Twitter Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ Call of Duty, Pokemon, Madden, etc.).
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.
And for people doing engine development, there’s a new dev_build option which can be used together with target to enable dev-specific code and also affects a few presets. Rendering: Vulkan: Fix culling of negatively-scaled objects ( GH-67176 ). target=template_debug : Debug template, optimized, with debugging code. Requires.NET SDK 6.0
And for people doing engine development, there's a new dev_build option which can be used together with target to enable dev-specific code and also affects a few presets. Rendering: Vulkan: Fix culling of negatively-scaled objects ( GH-67176 ). target=template_debug : Debug template, optimized, with debugging code. Requires.NET SDK 6.0
Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). The download links for dev snapshots are not featured on the Download page to avoid confusion for new users. Physics: Fixing 2D moving platform logic ( GH-50166 ). See the full changelog since 3.3-stable
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. Everything in the main frame is culled at the same time, objects, light cascades, SDFGI cascades, etc. These test do culling on 10k objects.
Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). The download links for dev snapshots are not featured on the Download page to avoid confusion for new users. Physics: Fixing 2D moving platform logic ( GH-50166 ). See the full changelog since 3.3-stable
Core: Fixed false positives in the culling system ( GH-37863 ). The download links for dev snapshots are not featured on the Download page to avoid confusion for new users. C#: Revert marshalling of IDictionary/IEnumerable implementing types ( GH-38141 ). Core: Ensure COWData does not always reallocate on resize ( GH-37373 ).
Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). The download links for dev snapshots are not featured on the Download page to avoid confusion for new users. Physics: Fix 2D and 3D moving platform logic ( GH-50166 , GH-51458 ).
Core: Fixed false positives in the culling system ( GH-37863 ). The download links for dev snapshots are not featured on the Download page to avoid confusion for new users. C#: Fix inherited scene not inheriting parent's exported properties ( GH-38638 ). Core: Ensure COWData does not always reallocate on resize ( GH-37373 ).
The Swedish games conglomerate is in the midst of a bloody restructuring and has been culling its personnel expenses. Cacophony on digital distribution platforms With few opportunities to join a larger organization, many game devs choose to build their own portfolio or start their own indie studio.
Core: Fixed false positives in the culling system ( GH-37863 ). The download links for dev snapshots are not featured on the Download page to avoid confusion for new users. C#: Fix exported values not updated in the remote inspector ( GH-38940. Core: Ensure COWData does not always reallocate on resize ( GH-37373 ).
Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). The download links for dev snapshots are not featured on the Download page to avoid confusion for new users. Physics: Fix 2D and 3D moving platform logic ( GH-50166 , GH-51458 ).
Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDNative, VisualScript). In-depth documentation is available. See the full changelog since 3.3-stable
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. 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
Rendering: Added Viewport canvas cull mask feature ( GH-52350 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDExtension).NET Multiplayer: Add peer authentication support to the default MultiplayerAPI( GH-67917 ). XR: Add support for OpenGL to OpenXR ( GH-67775 ).
using data oriented algorithms to process the culling of objects and both secondary command buffers and automatic batching to efficiently submit the draw primitives. The compatibility backend is based on OpenGL ES 3.0 / OpenGL 3.3 / WebGL 2.0 and is intended to run on very old PC hardware as well as most older (still working) mobile phones.
Rendering: Fix shadow culling with orthogonal camera and wrong VIEWPORT_SIZE shader builtin ( GH-35406 ). For those following our dev snapshots closely, 118 commits have been merged since 3.2 Object: Make sure we know when deleting an emitting object ( GH-35423 ). Tween: Fixed Tween::start with pending updates ( GH-35452 ).
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). Core: Promote object validity checks to release builds.
Look at these shiny highlights: 2D physics interpolation 2D hierarchical culling Mesh merging Discrete level of detail (LOD) ORM materials Text to speech Arctic Eggs This game about cooking eggs in a cold climate found great reception on the internet. The feature freeze for 3.6
We are lucky that despite the culling of thousands of 5-star reviews, only a handful of people rated the game 3-stars or lower and so our average is still a respectable 4.92 Instead, 13 days after our release, we have 25 fewer reviews (622) than what we had on the first day. but even so, the question of Why? burns in our minds.
They are dynamic and can be moved around in real-time, colliding with any particle system which matches the cull mask. Additionally, a 3D vector field texture can be provided for use with vector fields generated in Maya or other tools. Likewise, Sphere and Box colliders are supported. Baked SDF Collision.
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.
Improve Culling: Portals (rewrite as polygon-based) and Rooms. Implement post process effects: DOF Blur, Bloom and Tone Mapping. TODO for Milestone #4 (January 2017). Implement Particle Shaders, with support for: Sorting, Collision and Soft Particles. Add Clustered lighting (before this all is forward). Add Layered/Stencil rendering.
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.
Improve Culling: Portals (rewrite as polygon-based) and Rooms. It performs scene culling from the camera and generates the list of lights and geometries that are visible for rendering. TODO for Milestone #3 (December 2016). Implement the new version of the Godot SVO-based Light Baker. Add Layered/Stencil rendering.
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