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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,
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.
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
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. For more advanced use cases, you can use TextMesh to generate 3D meshes from font glyphs, so you can add WordArt to your scenes ;). Anything behind the polygon will be culled from view.
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. It is possible to either import a scene as a single file, or to split it into multiple instantiated subscenes, keep materials, meshes and animations external, etc.
Several new optimization techniques are also at your disposal, such as occlusion culling , automatic mesh LOD , and manual HLOD using visibility ranges , made possible by Joan Fons ( JFonS ), and Juan. The new NavigationServer supports fully dynamic environments and on-the-fly navigation mesh baking. has been added by Je06jm.
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