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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. His work focuses on the rendering engine in Justice, specifically GPU features enabled by DirectX 12.
using data oriented algorithms to process the culling of objects and both secondary command buffers and automatic batching to efficiently submit the draw primitives. returns to its own physics engine which, despite not being a high end physics engine like PhysX, aims to offer a lot more flexibility and “just works” capabilities to users.
are done, I have spent the past two months optimizing the rendering engine, both on the CPU and GPU side. 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. These test do culling on 10k objects. CPU Optimization.
As of today, Unreal Engine 4 (UE4). As of today, Unreal Engine 4 (UE4) developers can now access DLSS as a plugin for Unreal Engine 4.26. Additionally, NVIDIA Reflex is now available as a feature in Unreal Engine. The NVIDIA RTX UE4 4.25 branches have also received updates. Updates to NVIDIA RTX UE 4.25 and UE4.26.1,
Over the course of the last four months the engine has seen many changes, making it more stable and feature complete, and it's getting very close to the state that we would be happy with. More engine enums are now bound with BitField, making their usage more type-safe, especially in C# ( GH-71037 , GH-71045 , GH-71116 ). beta releases.
Donations and corporate grants play a vital role in enabling us to develop Godot at this sustained pace, since they are our only source of income, and are used 100% to pay developers to work on the engine. Rendering: Portal occlusion culling. Portal occlusion culling. Thanks to all of you patrons from the bottom of our hearts!
Over the course of the last four months the engine has seen many changes, making it more stable and feature complete, and it’s getting very close to the state that we would be happy with. More engine enums are now bound with BitField, making their usage more type-safe, especially in C# ( GH-71037 , GH-71045 , GH-71116 ). beta releases.
Donations and corporate grants play a vital role in enabling us to develop Godot at this sustained pace, since they are our only source of income, and are used 100% to pay developers to work on the engine. The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime.
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
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!
The new NavigationServer 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.
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
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!
After more than 18 months of development, all Godot Engine contributors are proud to present our biggest release so far, Godot 3.0! It brings a brand new rendering engine with state-of-the-art PBR workflow for 3D, an improved assets pipeline, GDNative to load native code as plugins, C# 7.0 New audio engine. GPU particles.
Subscribe to The Nodeletter to get a regular digest of Godot Engine news directly in your email inbox! For the purpose of this retrospective, we approached the engine maintainers directly, asking them to point us at one particularly compelling change they witnessed in their area of expertise. beta 1 release notes.
The new NavigationServer 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.
The new NavigationServer 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.
The new NavigationServer 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.
The new NavigationServer 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.
The new NavigationServer 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.
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!
The new NavigationServer 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.
beta just yet as we expect the engine to be unstable until we have more testing done. Throughout the last two years the core of the engine has seen a lot of improvements and refactoring to bring it to the next level in terms of maintainability, reliability, and performance. We don’t recommend migrating large projects to the Godot 4.0
stable branch in January 2020 as a major update to our free and open source game engine. Core: Fixed false positives in the culling system ( GH-37863 ). Import: Respect 'mesh compression' editor import option in Assimp and glTF importers ( GH-39134 ). And many more bug fixes and usability enhancements all around the engine!
Physics: Allow CollisionObject to show collision shape meshes ( GH-45783 ). Rendering: Various fixes to light culling ( GH-46694 ). And many more bug fixes and usability enhancements all around the engine! Physics: Implement CollisionPolygon margin property for Bullet ( GH-45855 ). Rendering: New dynamic BVH ( GH-44901 ).
Physics: Allow CollisionObject to show collision shape meshes ( GH-45783 ). Rendering: Various fixes to light culling ( GH-46694 ). And many more bug fixes and usability enhancements all around the engine! Physics: Implement CollisionPolygon margin property for Bullet ( GH-45855 ). Rendering: New dynamic BVH ( GH-44901 ).
Physics: Allow CollisionObject to show collision shape meshes ( GH-45783 ). Rendering: Various fixes to light culling ( GH-46694 ). And many more bug fixes and usability enhancements all around the engine! Physics: Implement CollisionPolygon margin property for Bullet ( GH-45855 ). Rendering: New dynamic BVH ( GH-44901 ).
Core: Fixed false positives in the culling system ( GH-37863 ). Import: Respect 'mesh compression' editor import option in Assimp and glTF importers ( GH-39134 ). And many more bug fixes and usability enhancements all around the engine! C#: Fix exported values not updated in the remote inspector ( GH-38940. Godot 3.2.2
Core: Fixed false positives in the culling system ( GH-37863 ). Import: Respect 'mesh compression' editor import option in Assimp and glTF importers ( GH-39134 ). And many more bug fixes and usability enhancements all around the engine! C#: Fix exported values not updated in the remote inspector ( GH-38940. Godot 3.2.2
Core: Fixed false positives in the culling system ( GH-37863 ). Import: Respect 'mesh compression' editor import option in Assimp and glTF importers ( GH-39134 ). And many more bug fixes and usability enhancements all around the engine! C#: Fix exported values not updated in the remote inspector ( GH-38940. Godot 3.2.2
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