Remove Culling Remove Shaders Remove Simulation
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Realistic Lighting in Justice with Mesh Shading

Nvidia

Recently, NetEase introduced Mesh Shader support to Justice. Soon we found we can combine Mesh Shaders with auto-generated LODs to achieve almost only-resolution-relevant rendering complexity, instead of polygon number. With so much potential of Mesh Shader, we conceive that it would be the main stream of future games.

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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. Cars/people in city simulators, where thousands appear all across the city. Sandbox style simulations. Rendering is significantly more efficient in Godot 4.0,

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2024 Cherry-picks

Mircosoft Game Dev

Of Life and Land Build your own settlements in Of Life and Land and experience different maps, scenarios, and rich simulations. Strategize with animals and nature in mind! May Did you know that we still update Godot 3? The feature freeze for 3.6 happened in May, leading up to the most recent release in September.

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Godot's new renderer, progress report #2

Mircosoft Game Dev

Implement Particle Shaders, with support for: Sorting, Collision and Soft Particles. Improve Culling: Portals (rewrite as polygon-based) and Rooms. It works well to simulate cloth or Mario-Galaxy style art. The remaining post processing tasks and decals will hopefully be done this week, though, so it's not that bad.

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Visualizing Depth Precision

Nvidia

So it’s easy to interpolate d across a triangle while rasterizing, and things like hierarchical Z-buffers, early Z-culling, and depth buffer compression are all a lot easier to do. For illustrative purposes, I’m simulating a 4-bit normalized integer depth buffer, so there are 16 evenly-spaced tick marks. with numpy.

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Latest NVIDIA OptiX Renders Ray Tracing Faster Than Ever Before

Nvidia

Open-ended curves can be desirable for avoiding shader divergence having to do with special-case handling of endcap normals. NVIDIA OptiX curves are currently back-face culled, so rays that enter through the open end of a curve will miss the curve completely.

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Maintenance release: Godot 3.2.2

Mircosoft Game Dev

The Dodge The Creeps C# demo running on the iOS Simulator. 2D: Add MODULATE builtin to canvas item shaders ( GH-38432 ). Core: Fixed false positives in the culling system ( GH-37863 ). Shaders: Add shader time scaling ( GH-38995 ). 2D batching for the GLES2 renderer. Core: Fix dangling Variants ( GH-38119 ).

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