Remove Culling Remove Editing Remove Mesh
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Godot for AA/AAA game development - What's missing?

Mircosoft Game Dev

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). Mesh resource for each pass of the particle. Rendering is significantly more efficient in Godot 4.0,

AAA 145
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Dev snapshot: Godot 4.0 beta 11

Mircosoft Game Dev

GUI: Fix inconsistent state of Controls when editing and running scenes ( GH-70882 ). Import: Fix usages of mesh simplification functions in float=64 builds ( GH-67853 ). Rendering: Visual instance layers are regarded during shadow culling ( GH-70638 ). get_root() ). GUI: Expose Tree::deselect_all to scripting ( GH-71056 ).

Beta 102
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Godot 3.4 is released with major features and UX polish

Mircosoft Game Dev

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.

UX 52
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Godot's new renderer, progress report #1

Mircosoft Game Dev

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 efficient Mesh format, which allows faster loading/saving. Improve Culling: Portals (rewrite as polygon-based) and Rooms. For Godot 3.0 (our

Render 52
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Dev snapshot: Godot 3.4 beta 5

Mircosoft Game Dev

GridMap: Implement individual mesh transform for MeshLibrary items ( GH-52298 ). 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 ).

Beta 52
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Dev snapshot: Godot 3.4 beta 6

Mircosoft Game Dev

GridMap: Implement individual mesh transform for MeshLibrary items ( GH-52298 ). 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 ).

Beta 52
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Release candidate: Godot 3.4 RC 2

Mircosoft Game Dev

GridMap: Implement individual mesh transform for MeshLibrary items ( GH-52298 ). 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 ).

Mesh 52