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After 2 years of development, Godot 3.6 This includes 2D physics interpolation and hierarchical culling, and 3D mesh merging, level of detail, tighter shadow culling, ORM materials, and more. is finally out and it comes fully packed with features and quality of life improvements!
NetEase Thunder Fire Games Uses Mesh Shading To Create Beautiful Game Environments for Justice In December, we interviewed Haiyong Qian, NetEase Game Engine. Recently, NetEase introduced Mesh Shader support to Justice. To learn more about the implementation and results, we sat down with Yuheng Zou, game engine developer at NetEase.
using data oriented algorithms to process the culling of objects and both secondary command buffers and automatic batching to efficiently submit the draw primitives. Mesh streaming : Models are loaded as low detail (few vertices). Often developers need to implement rendering techniques, post processing effects, etc.
At Unite 2024, Unity’s development team introduced a series of advanced GPU optimization techniques aimed at improving rendering performance across various platforms. Whether you are developing for high-end PCs, consoles, or mobile devices, these methods are critical for delivering visually rich, smooth-running applications.
The illustration picture for this article is from The Mirror , an upcoming all-in-one game and game development platform currently in Closed Alpha. Import: Fix usages of mesh simplification functions in float=64 builds ( GH-67853 ). Rendering: Visual instance layers are regarded during shadow culling ( GH-70638 ). What's new.
All Godot contributors are delighted to release our latest milestone today, Godot 3.4 , after more than 6 months of development! While most development focus is on our upcoming Godot 4.0 x branch to develop and publish their games today , so it's important for us to keep giving Godot 3 users an improved gamedev experience.
development branch (see our release policy for details on the various Godot versions). Mesh: Implement octahedral map normal/tangent attribute compression ( GH-46800 ). Mesh: Options to clean/simplify convex hull generated from mesh ( GH-50328 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ).
Using it to check on Godot game development streamers resulted in this funny compilation both the content creators and their viewers expressed happiness that the communities they had built were being recognized by us. Logically, the next step was to hand over the reins of the channel to some of these talented developers directly.
development branch (see our release policy for details on the various Godot versions). Mesh: Implement octahedral map normal/tangent attribute compression ( GH-46800 ). Mesh: Options to clean/simplify convex hull generated from mesh ( GH-50328 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ).
The illustration picture for this article is from The Mirror , an upcoming all-in-one game and game development platform currently in Closed Alpha. Import: Fix usages of mesh simplification functions in float=64 builds ( GH-67853 ). Rendering: Visual instance layers are regarded during shadow culling ( GH-70638 ). What’s new.
development branch (see our release policy for details on the various Godot versions). With this first Release Candidate , we completely freezes feature development, and comes after a long series of beta builds to fix a number of bugs reported against previous builds (as well as against previous stable branches). The upcoming Godot 3.4
The practical tips are organized into short, actionable items for developers working on ray tracing today. It can be directly in the AS build calls or in some related task like the culling of the objects. Cull instances for TLAS. Instead, cull instances depending on the situation. Update the BLAS only for visible objects.
As of today, Unreal Engine 4 (UE4) developers can now access DLSS as a plugin for Unreal Engine 4.26. In addition to UE4 titles such as Fortnite, developers such as Activision Blizzard, Ubisoft, Riot, Bungie and Respawn are using Reflex now. Learn more about other NVIDIA developer tools and SDKs available for game developers here.
development branch (see our release policy for details on the various Godot versions). With this second Release Candidate , we have frozen feature development and are nearly ready to release the stable version. GridMap: Implement individual mesh transform for MeshLibrary items ( GH-52298 ). The upcoming Godot 3.4
development branch (see our release policy for details on the various Godot versions). With this third Release Candidate , we have frozen feature development and are nearly ready to release the stable version. GridMap: Implement individual mesh transform for MeshLibrary items ( GH-52298 ). The upcoming Godot 3.4
After 9 months of development, Godot 3.5 While most development focus is on our upcoming Godot 4.0 x branch to develop and publish their games today, so it's important for us to keep giving Godot 3 users an improved gamedev experience. This feature was originally developed for Godot 4.0 both small and large.
Write a more efficient Mesh format, which allows faster loading/saving. Improve Culling: Portals (rewrite as polygon-based) and Rooms. Currently, development is done under Linux using the MESA driver , which has full OpenGL ES 3.0 It manages resource storage such as textures, meshes, skeletons, etc. by default.
is now considered feature complete, and has received a lot of bugfixes and improvements over the past weeks thanks to all the testers and developers who reported and fixed issues. The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. stable for all users.
This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. 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. back in 2020!
This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. 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. back in 2020!
This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. 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. back in 2020!
is now considered feature complete, and has received a lot of bugfixes and improvements over the past weeks thanks to all the testers and developers who reported and fixed issues. The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. stable for all users.
is now considered feature complete, and has received a lot of bugfixes and improvements over the past weeks thanks to all the testers and developers who reported and fixed issues. The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. stable for all users.
is now considered feature complete, and has received a lot of bugfixes and improvements over the past weeks thanks to all the testers and developers who reported and fixed issues. The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. stable for all users.
is now considered feature complete, and has received a lot of bugfixes and improvements over the past weeks thanks to all the testers and developers who reported and fixed issues. The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. stable for all users.
is now considered feature complete, and has received a lot of bugfixes and improvements over the past weeks thanks to all the testers and developers who reported and fixed issues. The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. stable for all users.
This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. 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. back in 2020!
Unity Engine introduces an awesome tools to empower your game development process. I have also set up Culling Mask so that the camera captures only the things with the correct layer. On top of this, I added another mesh with custom shader, this time, for refraction. Project Setup. I have created a new project in Unity 2018.4
is now considered feature complete, and has received a lot of bugfixes and improvements over the past weeks thanks to all the testers and developers who reported and fixed issues. This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. The upcoming Godot 3.5 back in 2020!
is now considered feature complete, and has received a lot of bugfixes and improvements over the past weeks thanks to all the testers and developers who reported and fixed issues. The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. stable for all users.
The main development effort then moved towards our future major version, Godot 4.0 (see experience (especially since we expect at least one year of development before 4.0 You can join the translation effort on Weblate and help bring high quality localized documentation to game developers all over the world! But Godot 4.0
After more than 18 months of development, all Godot Engine contributors are proud to present our biggest release so far, Godot 3.0! Still, this workflow is easy and efficient as 3D objects get a second set of UVs generated on import, and baking works with instantiated meshes, scenes and even GridMaps. Bullet Physics backend.
Note for Linux builds: use_static_cpp=yes and udev=yes are now the default values, so you need libudev and libstdc++-static development packages to build in optimal conditions. Physics: Allow CollisionObject to show collision shape meshes ( GH-45783 ). Rendering: Various fixes to light culling ( GH-46694 ).
Note for Linux builds: use_static_cpp=yes and udev=yes are now the default values, so you need libudev and libstdc++-static development packages to build in optimal conditions. Physics: Allow CollisionObject to show collision shape meshes ( GH-45783 ). Rendering: Various fixes to light culling ( GH-46694 ).
Note for Linux builds: use_static_cpp=yes and udev=yes are now the default values, so you need libudev and libstdc++-static development packages to build in optimal conditions. Physics: Allow CollisionObject to show collision shape meshes ( GH-45783 ). Rendering: Various fixes to light culling ( GH-46694 ).
DTLS support and ENET integration , developed by Fabio ( Faless ). Core: Fixed false positives in the culling system ( GH-37863 ). Import: Respect 'mesh compression' editor import option in Assimp and glTF importers ( GH-39134 ). Notably, Godot 3.2.2 2D batching for the GLES2 renderer , thanks to lawnjelly and Clay ( clayjohn ).
DTLS support and ENET integration , developed by Fabio ( Faless ). Core: Fixed false positives in the culling system ( GH-37863 ). Import: Respect 'mesh compression' editor import option in Assimp and glTF importers ( GH-39134 ). Notably, Godot 3.2.2 2D batching for the GLES2 renderer , thanks to lawnjelly and Clay ( clayjohn ).
DTLS support and ENET integration , developed by Fabio ( Faless ). Core: Fixed false positives in the culling system ( GH-37863 ). Import: Respect 'mesh compression' editor import option in Assimp and glTF importers ( GH-39134 ). Notably, Godot 3.2.2 2D batching for the GLES2 renderer , thanks to lawnjelly and Clay ( clayjohn ).
with 17 alpha builds distributed in 2022, and continuous development effort since 2019. the sooner we can start the next feature development cycle for 4.1! with a new project to test out exciting new features and provide valuable feedback to the development team before 4.0 It has been a long road to Godot 4.0 is set in stone.
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