Remove Culling Remove Feature Remove Polygon
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Realistic Lighting in Justice with Mesh Shading

Nvidia

His work focuses on the rendering engine in Justice, specifically GPU features enabled by DirectX 12. Soon we found we can combine Mesh Shaders with auto-generated LODs to achieve almost only-resolution-relevant rendering complexity, instead of polygon number. With MeshShaders, the culling algorithms we use can be of great flexibility.

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Dev snapshot: Godot 3.5 beta 2

Mircosoft Game Dev

This new system uses an "ubershader" (big shader supporting all features, slow but compiled on startup) to fill in for all shaders initially while the more efficient and material-specific shaders get compiled asynchronously, and cached for future runs. Anything behind the polygon will be culled from view. What is it?

Beta 52
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Dev snapshot: Godot 3.5 beta 4

Mircosoft Game Dev

beta builds every other week to ensure that new features can be tested, bugs can be reported and bugfixes can be validated. This beta 4 is a small update with just 83 commits excluding merges, focusing on fixing bugs to stabilize the current feature set for 3.5 Anything behind the polygon will be culled from view.

Beta 52
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Dev snapshot: Godot 3.5 beta 3

Mircosoft Game Dev

beta builds every other week to ensure that new features can be tested, bugs can be reported and bugfixes can be validated. The backport was done while attempting to preserve API compatibility within reason, but the underlying behavior will change, mainly to provide a lot more features and flexibility. Like with 4.0 What is it?

Beta 52
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Dev snapshot: Godot 3.5 beta 5

Mircosoft Game Dev

beta builds every other week to ensure that new features can be tested, bugs can be reported and bugfixes can be validated. This beta adds what should be the last batch of new features (together with a lot of bug fixes, as that's our focus at this stage), with scene unique node names and the new SceneTreeTween backported from Godot 4.0.

Beta 52
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Godot's new renderer, progress report #3

Mircosoft Game Dev

Improve Culling: Portals (rewrite as polygon-based) and Rooms. The last remaining big feature is the new particle system, then everything else is simpler, and includes cleaning up the implemented techniques. If you are interested in seeing what each feature looks like in the code, you can check the gles3 branch on GitHub.

Render 52
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Godot 3.5: Can't stop won't stop

Mircosoft Game Dev

is out and it comes fully packed with features and quality of life improvements! Most of work was aimed at implementing missing features or fixing bugs which are critical for publishing 2D and 3D games with Godot 3.x, x, and at making the existing features more optimized and reliable. After 9 months of development, Godot 3.5

Shaders 52