Remove Culling Remove Games Remove Polygon
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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 Not only are the updated environments breathtaking, the game supports 1.8

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Dev snapshot: Godot 3.5 beta 2

Mircosoft Game Dev

In order to benefit you should be moving your objects and running your game logic in _physics_process(). This ensures your game will run the same on all machines. You can move the polygon with the node transform, drag the corners to reshape it, add delete points. Anything behind the polygon will be culled from view.

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Dev snapshot: Godot 3.5 beta 3

Mircosoft Game Dev

In order to benefit you should be moving your objects and running your game logic in _physics_process(). This ensures your game will run the same on all machines. You can move the polygon with the node transform, drag the corners to reshape it, add delete points. Anything behind the polygon will be culled from view.

Beta 52
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Dev snapshot: Godot 3.5 beta 4

Mircosoft Game Dev

In order to benefit you should be moving your objects and running your game logic in _physics_process(). This ensures your game will run the same on all machines. You can move the polygon with the node transform, drag the corners to reshape it, add delete points. Anything behind the polygon will be culled from view.

Beta 52
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Dev snapshot: Godot 3.5 beta 5

Mircosoft Game Dev

In order to benefit you should be moving your objects and running your game logic in _physics_process(). This ensures your game will run the same on all machines. You can move the polygon with the node transform, drag the corners to reshape it, add delete points. Anything behind the polygon will be culled from view.

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 new GI probe implementation in Godot is a game changer, and gives Godot 3.0 Implement post process effects: DOF Blur, Bloom and Tone Mapping. TODO for Milestone #4 (January 2017). Add Clustered lighting (before this all is forward). Add Layered/Stencil rendering.

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Optimize Vegetation Generation

Mnenad

  I have to admit it was frustrating to work with a machine that cannot handle much heavy calculations at once (my Macbook from 2011) from time to time, but on the other hand this forced me to get into optimizing the game very soon, what might become a good base for expanding the complexity in near future. Draw call batching.

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