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Maintenance release: Godot 4.4.1

Mircosoft Game Dev

Maintenance releases are expected to be safe for an upgrade, but we recommend to always make backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss. Rendering: Add ASTC HDR format variants ( GH-102777 ). Rendering: Fix voxelizer normals ( GH-102893 ).

Render 86
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Release candidate: Godot 4.4.1 RC 1

Mircosoft Game Dev

Maintenance releases are expected to be safe for an upgrade, but we recommend to always make backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss. Rendering: Add ASTC HDR format variants ( GH-102777 ). Rendering: Fix voxelizer normals ( GH-102893 ).

Shaders 73
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Dev snapshot: Godot 4.4 beta 1

Mircosoft Game Dev

Breaking changes Animation Audio C# Core Editor GDScript Import Input Physics Platforms Rendering and shaders XR New in Beta 1! Most importantly, if the game crashes for any reason, the editor does not crash at the same time (which could cause data loss). Highlights Many features originally intended for 4.3 New in Beta 1!

Beta 106
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Strategies for Optimizing Multiplayer Games in Unity

Logic Simplified

Key Components of Multiplayer Games in Unity Networking: Manages data transmission between clients and servers. Optimizing bandwidth usage through data compression and server load balancing is crucial for large-scale multiplayer experiences. Rendering Analysis: Monitors draw calls, overdraw, and other performance metrics.

Games 71
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Dev snapshot: Godot 4.5 dev 1

Mircosoft Game Dev

Even though we prepare these snapshots such that theyre suitable for general testing, backups and/or version control are recommended to prevent the loss of data. Rendering: Clean up more dynamic allocations in the RD renderers with a focus on 2D ( GH-103889 ). Changelog 121 contributors submitted 403 fixes for this release.

Dev 75
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Cocos Shader Tutorial 1.0 - about UV

Cocos

The vertical axes of textures and picture pixels is shown above, when sampling textures in shaders, that is from top to bottom, which is top-right corner. This is consistent with how most image file formats store pixel data, and with how most graphics APIs work (including DirectX, Vulkan, Metal, WebGPU, but not OpenGL). x,waveFactor.y-uv0.y);

Shaders 98
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Practical Tips for Optimizing Ray Tracing

Nvidia

This starts from mesh instance selection and their data. This starts from mesh instance selection and their data processing towards optimized tracing and shading of every hit that you encounter. Instance data generation. It may be a good idea to perform static and dynamic object data processing in parallel on the CPU.