Remove Culling Remove Game Engine Remove Texture
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Maintenance release: Godot 4.4.1

Mircosoft Game Dev

GUI: Use Viewport s default texture filter/repeat in GUI tooltips ( GH-103636 ). Rendering: Fix Metal handling of cube textures; assert equal dimensions ( GH-104341 ). XR: Correct occlusion culling viewport location calculation when projection uses asymmetric FOV ( GH-104249 ). GUI: Label: Fix min. security fix) ( GH-104562 ).

Render 86
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Release candidate: Godot 4.4.1 RC 2

Mircosoft Game Dev

Rendering: Fix Metal handling of cube textures; assert equal dimensions ( GH-104341 ). XR: Correct occlusion culling viewport location calculation when projection uses asymmetric FOV ( GH-104249 ). Porting: macOS: Update mouse-entered state when subwindow closes ( GH-104328 ). This release is built from commit abef5e0d2.

Bug 76
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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. The most common types of streaming are: Texture streaming : All textures are loaded in a tiny size by default. Rendering is significantly more efficient in Godot 4.0,

AAA 145
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Realistic Lighting in Justice with Mesh Shading

Nvidia

NetEase Thunder Fire Games Uses Mesh Shading To Create Beautiful Game Environments for Justice In December, we interviewed Haiyong Qian, NetEase Game Engine. Not only are the updated environments breathtaking, the game supports 1.8 With MeshShaders, the culling algorithms we use can be of great flexibility.

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Dev snapshot: Godot 4.0 beta 5

Mircosoft Game Dev

Rendering: Added Viewport canvas cull mask feature ( GH-52350 ). Rendering: Add texture reading code to OpenGL3 renderer for web and mobile ( GH-68138 ). Multiplayer: Add peer authentication support to the default MultiplayerAPI( GH-67917 ). Rendering: Use opaque rendering pipeline for alpha hash materials ( GH-61884 ).

Beta 98
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Godot 3's renderer design explained

Mircosoft Game Dev

Godot uses a considerably different approach to rendering (and rendering abstraction) than other, popular, game engines. At the end of the day, the use case where Vulkan and DirectX12 make the most sense is when you have hundreds of thousands of objects, which are all different (different geometry, textures, etc.),

Render 52
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Setting the Mood: Exploring Lighting and Mood in Game Art 

iXie gaming

Lighting changes in the game as you play, making the environment more interactive. These are pre-made textures that store lighting info for objects that don’t move. This makes the game run faster since it doesn’t need to calculate the lighting all the time. Texture Compression. Light Functions.

Art 52