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at full speed (with a first dev snapshot released last week!), Rendering: Use separate WorkThreadPool for shader compiler ( GH-103506 ). Shaders: Fix 2D instance params crashing using outside of main() ( GH-103348 ). Shaders: 2D: Fix light shader accessing TEXTURE_PIXEL_SIZE ( GH-103617 ). We released Godot 4.4
Rendering: Added Viewport canvas cull mask feature ( GH-52350 ). Rendering: Enable mipmaps in cubemap roughness shader ( GH-68511 ). Rendering: Properly set TIME shader uniform when rendering shadows ( GH-68574 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDExtension).NET
Rendering: Use proper indices for lights, decals, and reflection probes in mobile scene shader ( GH-70929 ). 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 specifically.
Rendering: Use proper indices for lights, decals, and reflection probes in mobile scene shader ( GH-70929 ). 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 specifically.
and included in this beta are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). A long awaited solution to shader compilation stuttering on OpenGL, courtesy Pedro J. Anything behind the polygon will be culled from view. Shaders: Many improvements backported from master ( GH-56794 ).
and included in this beta are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). A long awaited solution to shader compilation stuttering on OpenGL, courtesy Pedro J. Anything behind the polygon will be culled from view. Shaders: Many improvements backported from master ( GH-56794 ).
and included in this beta are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). A long awaited solution to shader compilation stuttering on OpenGL, courtesy Pedro J. Anything behind the polygon will be culled from view. Shaders: Many improvements backported from master ( GH-56794 ).
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.
and included in this beta are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). A long awaited solution to shader compilation stuttering on OpenGL, courtesy Pedro J. Anything behind the polygon will be culled from view. Shaders: Many improvements backported from master ( GH-56794 ).
using data oriented algorithms to process the culling of objects and both secondary command buffers and automatic batching to efficiently submit the draw primitives. When doing tasks such as shader editing, VFX (particles) or animation, there is a large difference between Godot and engines such as Unreal. Specialized artist UIs.
Our script editor maintainer, Paul Batty ( Paulb23 ), implemented initial support for multi-caret editing in TextEdit, which is therefore usable in the GDScript and shader editors, as well as any other multi-line text field in the editor. Editor: Add multi-caret support to TextEdit (and the script/shader editors) ( GH-61902 ).
Our script editor maintainer, Paul Batty ( Paulb23 ), implemented initial support for multi-caret editing in TextEdit, which is therefore usable in the GDScript and shader editors, as well as any other multi-line text field in the editor. Editor: Add multi-caret support to TextEdit (and the script/shader editors) ( GH-61902 ).
2D: Add MODULATE builtin to canvas item shaders ( GH-38432 ). 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. 2D: Implement skew in Node2D ( GH-38394 ). Core: Fix dangling Variants ( GH-38119 ).
2D: Add MODULATE builtin to canvas item shaders ( GH-38432 ). 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. 2D: Implement skew in Node2D ( GH-38394 ). Core: Fix dangling Variants ( GH-38119 ).
2D: Add MODULATE builtin to canvas item shaders ( GH-38432 ). 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. 2D: Implement skew in Node2D ( GH-38394 ). Core: Fix dangling Variants ( GH-38119 ).
Rendering: Added Viewport canvas cull mask feature ( GH-52350 ). Rendering: Enable mipmaps in cubemap roughness shader ( GH-68511 ). Rendering: Properly set TIME shader uniform when rendering shadows ( GH-68574 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDExtension).NET
GPUParticles : Processes particles on GPU, allows very large amount of particles at little cost, and with ability to write custom particle shaders. x and the shader used is almost identical (should be easy to port). It can also be done from within a particle shader itself by chaining another particle system as a sub-emitter.
Our goal is to have a modern, clustered renderer that supports everything mainstream engines support, including PBR, global illumination and flexible shader editing. Write a more flexible, GLES 3 GLSL compatible shader language. Implement Particle Shaders, with support for: Sorting, Collision and Soft Particles. For Godot 3.0 (our
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 ).
and included in this release candidate are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). A long awaited solution to shader compilation stuttering on OpenGL, courtesy Pedro J. Anything behind the polygon will be culled from view. Shaders: Many improvements backported from master ( GH-56794 ).
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
This RC 6 has a few notable changes compared to the previous build: In RC 4, async shader compilation and caching was enabled by default on desktop, but several users reported issues with it on some hardware. You can enable it in the Project Settings ( rendering/gles3/shaders/shader_compilation_mode ). Estébanez ( RandomShaper )!
and included in this release candidate are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). A long awaited solution to shader compilation stuttering on OpenGL, courtesy Pedro J. Anything behind the polygon will be culled from view. Shaders: Many improvements backported from master ( GH-56794 ).
Asynchronous shader compilation + caching (ubershader). A long awaited improvement to reduce shader compilation stuttering on OpenGL is coming to Godot 3.5, Anything behind the polygon will be culled from view. As always, many improvements and fixes to shader editing have been backported from 4.0 courtesy of Pedro J.
For example: On GLES3+ we can use UBOs to optimize shader parameters. Shader abstraction. This may sound like the obvious way of doing things but, in truth, it creates a big bottleneck on allowing users to write shaders. Users need to learn not only the language, but how the engine internals work regarding shaders.
and included in this release candidate are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). A long awaited solution to shader compilation stuttering on OpenGL, courtesy Pedro J. Anything behind the polygon will be culled from view. Shaders: Many improvements backported from master ( GH-56794 ).
and included in this release candidate are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). A long awaited solution to shader compilation stuttering on OpenGL, courtesy Pedro J. Anything behind the polygon will be culled from view. Shaders: Many improvements backported from master ( GH-56794 ).
and included in this release candidate are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). A long awaited solution to shader compilation stuttering on OpenGL, courtesy Pedro J. Anything behind the polygon will be culled from view. Shaders: Many improvements backported from master ( GH-56794 ).
and included in this release candidate are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). A long awaited solution to shader compilation stuttering on OpenGL, courtesy Pedro J. Anything behind the polygon will be culled from view. Shaders: Many improvements backported from master ( GH-56794 ).
Implement Particle Shaders, with support for: Sorting, Collision and Soft Particles. Improve Culling: Portals (rewrite as polygon-based) and Rooms. Implement the new version of the Godot SVO-based Light Baker. Implement post process effects: DOF Blur, Bloom and Tone Mapping. TODO for Milestone #4 (January 2017). Implement Decals.
and included in this release candidate are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). A long awaited solution to shader compilation stuttering on OpenGL, courtesy Pedro J. Anything behind the polygon will be culled from view. Shaders: Many improvements backported from master ( GH-56794 ).
Rendering: Portal occlusion culling. Shader language features. 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). Shader language features.
2D: Add MODULATE builtin to canvas item shaders ( GH-38432 ). Core: Fixed false positives in the culling system ( GH-37863 ). Shaders: Add shader time scaling ( GH-38995 ). The download links for dev snapshots are not featured on the Download page to avoid confusion for new users. Godot 3.2.2
2D: Add MODULATE builtin to canvas item shaders ( GH-38432 ). Core: Fixed false positives in the culling system ( GH-37863 ). Shaders: Add shader time scaling ( GH-38995 ). The download links for dev snapshots are not featured on the Download page to avoid confusion for new users. Godot 3.2.2
2D: Add MODULATE builtin to canvas item shaders ( GH-38432 ). Core: Fixed false positives in the culling system ( GH-37863 ). Shaders: Add shader time scaling ( GH-38995 ). The download links for dev snapshots are not featured on the Download page to avoid confusion for new users. Godot 3.2.2
Materials and shaders. Materials and shaders. makes up for it by providing an extremely powerful default material (which supports detail textures, triplanar mapping and other nice features) and an extremely easy-to-use shader language. writing shaders is very easy! Full principled BSDF. Global illumination (GI).
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