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My first task will be integrating an occlusion culling system into the new Vulkan renderer. While occlusion culling is not a silver bullet, it can give big performance improvements in a variety of scenes. Debug output of the prototype implementation. finish line. Red: depth buffer. Green: occluded objects. Blue: visible objects.
What's more likely to happen is that they fund initial prototypes for several new game ideas, then approve the more promising ones and cull the rest. Most publishers won't fully fund projects from inception to completion unless they are well-established franchises (e.g. Call of Duty, Pokemon, Madden, etc.).
Building upon the initial prototype , we've now reached a state where we're happy to release the Web editor in sync with the native version, so you can find the latest stable version on editor.godotengine.org. Various light culling fixes. Since it was merged earlier this year, we've seen a number of prototypes being developed with 3.3
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