Remove Culling Remove Mobile Remove Polygon
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Godot's new renderer, progress report #3

Mircosoft Game Dev

Improve Culling: Portals (rewrite as polygon-based) and Rooms. It works by implementing voxel cone tracing in a way that is friendlier with low end GPUs and high end mobile. Implement post process effects: DOF Blur, Bloom and Tone Mapping. TODO for Milestone #4 (January 2017). Add Clustered lighting (before this all is forward).

Render 52
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Dev snapshot: Godot 3.5 beta 3

Mircosoft Game Dev

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. You can move the polygon with the node transform, drag the corners to reshape it, add delete points. This should show up initially as a quad.

Beta 52
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Dev snapshot: Godot 3.5 beta 4

Mircosoft Game Dev

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. You can move the polygon with the node transform, drag the corners to reshape it, add delete points. This should show up initially as a quad.

Beta 52
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Dev snapshot: Godot 3.5 beta 5

Mircosoft Game Dev

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. You can move the polygon with the node transform, drag the corners to reshape it, add delete points. This should show up initially as a quad.

Beta 52
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Release candidate: Godot 3.5 RC 1

Mircosoft Game Dev

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. You can move the polygon with the node transform, drag the corners to reshape it, add delete points. This should show up initially as a quad.

Render 52
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Godot's new renderer, progress report #2

Mircosoft Game Dev

Improve Culling: Portals (rewrite as polygon-based) and Rooms. This means: Cubemap arrays are not supported in older hardware, mobile and WebGL2, and reflections need to be put into an atlas (for single-pass forward or clustered). TODO for Milestone #3 (December 2016). Add Clustered lighting (before this all is forward).

Render 52
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Release candidate: Godot 3.5 RC 3

Mircosoft Game Dev

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. You can move the polygon with the node transform, drag the corners to reshape it, add delete points. This should show up initially as a quad.

Render 52