Remove Culling Remove Render Remove Texture
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Practical Use of Render Textures

The Knights of Unity

And even before an era of SRPs (Scriptable Render Pipelines), there was a good amount of solid features like today’s topic: Render textures. In this post I’m going to explain to you how to use render textures in your game. using legacy rendering, but the features I used work in SRPs too.

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Godot for AA/AAA game development - What's missing?

Mircosoft Game Dev

has an entirely new rendering architecture, which is divided into modern and compatibility backends. The modern one does rendering via RenderingDevice (which is implemented in drivers such as Vulkan, Direct3D 12, and more in the future). Rendering is significantly more efficient in Godot 4.0, Low level rendering access.

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Godot's new renderer, progress report #1

Mircosoft Game Dev

As many of you have probably heard, a new rendering backend is being worked on for Godot. Our goal is to have a modern, clustered renderer that supports everything mainstream engines support, including PBR, global illumination and flexible shader editing. Refactor the texture API to include more modern texture compression formats.

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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. This document was written in hopes to find more developers that would like to help us write rendering code, as it explains the overall design. Running the whole graphics rendering in a separate thread.

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Godot 4.0 optimization progress report

Mircosoft Game Dev

As most of the rendering features for the upcoming Godot 4.0 are done, I have spent the past two months optimizing the rendering engine, both on the CPU and GPU side. All this work has resulted in significantly faster rendering times. A lot of the render state is now better cached, so less is done at render time.

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Godot's new renderer, progress report #2

Mircosoft Game Dev

It's been a month since the first progress report , and progress continues towards the new Godot renderer. Little by little every system falls into place, and rendering starts feeling a lot more mature. Improve Culling: Portals (rewrite as polygon-based) and Rooms. Add Layered/Stencil rendering. Introduction.

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Dev snapshot: Godot 4.0 beta 5

Mircosoft Game Dev

Rendering: A ton of fixes for all rendering backends, and missing features implemented for the OpenGL3 one. GUI: Add a Font import option to pre-render all glyphs required for the translation ( GH-68448 ). Physics: Implement adjusting the maximum number of physics steps per rendered frame ( GH-65836 ).

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