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GH-98163 ) CSGMesh3D now explicitly requires the mesh to be manifold. A manifold mesh must be closed, have each edge connected to only two faces, and have volume. Commonly, this means that it needs to be a watertight mesh without any holes and where you can never see the backside of the triangles. (
Visual Studio Code - IDE Visual Studio Code (VS Code) is a lightweight, free, open-source code editor redefined and optimized for building and debugging modern web and cloud applications. Unreal - Game Engine Unreal Engine is a powerful and production-proven RT3D (Real-Time 3D) computer graphics game engine developed by Epic Games.
NetEase Thunder Fire Games Uses Mesh Shading To Create Beautiful Game Environments for Justice In December, we interviewed Haiyong Qian, NetEase Game Engine. Recently, NetEase introduced Mesh Shader support to Justice. His work focuses on the rendering engine in Justice, specifically GPU features enabled by DirectX 12.
To help developers get the most out of Unreal Engine 4 as they head into the new year, NVIDIA RTX UE4.26 To help developers get the most out of Unreal Engine 4 as they head into the new year, NVIDIA RTX UE4.26 Inexact Shadows (beta) Deals with potential mesh mismatches of ray traced and raster geometry. has just been released.
In addition, Epic Games announced the DLSS Frame Generation plugin coming to Unreal Engine in its next release. NVIDIA DLSS 3 introduces truly impressive frame generation technology and the Unreal Engine 5.2 An upcoming Nsight Graphics update will give you the ability to inspect and debug OMM’s performance gain. OMM SDK 1.0
Engine • Added DebugView at runtime UI control rendering debugging function. See the documentation “Render Debugging - Run Time Using Render debugging”: [link] • When the node animates, add the tween ‘destroySelf’ method to destroy the front nodal point. x users upgrade. Skip rendering when the UI element Opacity is 0.
OBJ mesh import now supports vertex colors as exported by Blender ( GH-71033 ). Export: Fix missing "debug"/"release" export presets feature tags ( GH-71274 ). A couple fixes to the text resource loader which could impact notably reloading scripts ( GH-71170 ). Fix Tab key usage in the inspector ( GH-71271 ).
are done, I have spent the past two months optimizing the rendering engine, both on the CPU and GPU side. Instancing is used to render similar objects (mesh, material and misc settings), reducing the pressure over the rendering API. There are special versions of meshes to render when doing shadow maps or depth pre-pass.
Traditionally, artists and engineers raster or ray-trace individual effects such as shadows, reflections, or indirect lighting. Displaced Micro-Mesh and Opacity Micro-Map SDKs give developers the tools and sample code for the creation, compression, manipulation, and rendering of micro-meshes.
Additionally, this release includes a number of non-regression bug fixes to various areas of the engine. Import: glTF: Improved error handling around invalid images and invalid meshes ( GH-48904 , GH-48912 ). Physics: Fix crash on debug shapes update if CollisionObject is not in tree ( GH-48974 ). like all future 3.3.x
This new technique was developed entirely in the open and implemented under our MIT license, so anyone is welcome to use it in their own engines and games. Ensure your meshes are marked as "Static Bake", then enable SDFGI in the Environment settings. What can it do? How do you use it? Will write an article about this soon.
OBJ mesh import now supports vertex colors as exported by Blender ( GH-71033 ). Export: Fix missing “debug”/”release” export presets feature tags ( GH-71274 ). A couple fixes to the text resource loader which could impact notably reloading scripts ( GH-71170 ). Fix Tab key usage in the inspector ( GH-71271 ).
FBX has its own standard for handling animations which has not been fully reverse engineered correctly by any open source importer/exporter, so we had to start from scratch and only keep the FBX file parser from Assimp. Reverse engineering a lot of the functionality required to make FBX work properly was very hard. stable release.
In later versions, the engine team will continue to improve the engine’s rendering performance, not only for the mini-game platform but also synchronize performance optimization for other platforms. All WASM module packaging options are now located under Engine Settings → Native Code Packaging Mode. Please look forward to it.
They've all been doing outstanding work so far, and we're looking forward to integrating all those changes in the engine! UV2 Texel Density Debug Draw Mode. x CPU lightmapper and adding a new debug draw mode for visualizing the texel density of lightmaps. Debug draw mode for texel density. Soft Shadows (merged).
A longtime GameWorks technology, PhysX has become the primary physics engine and a key foundational technology pillar of NVIDIA Omniverse. It is a powerful simulation engine currently used by industry leaders for robotics, deep reinforcement learning, autonomous driving, factory automation, and visual effects.
Here are the 5 projects/students with links to the relevant sections in this post: Implementing a DAP backend for debugging Godot projects by Ricardo Subtil ( Ev1lbl0w ). They've all been doing outstanding work so far, and we're looking forward to integrating all those changes in the engine. Student: Ricardo Subtil ( Ev1lbl0w ).
NVIDIA RTX Unreal Engine Branch (NvRTX) NvRTX is a custom UE4 branch for NVIDIA technologies on GitHub. It is now available as a plugin for Unreal Engine 4.26; the latest version can be found at NVIDIA Developer or Unreal Marketplace. Unity has announced that DLSS will be natively supported in Unity Engine version 2021.2
Edit 2022-03-24 @ 12:15 UTC: There was a slight packaging mistake affecting the macOS editor, and the iOS and macOS export templates, as well as a build issue affecting the iOS debug template. Rendering: GLES3: Fix broken normals in meshes with blend shapes ( GH-59159 ) [regression fix]. please file an issue on GitHub.
While this is not a feature per se, it fixes a major annoyance that users have had with pointers to freed objects unexpectedly being re-assigned to new objects, causing hard-to-debug issues. this bug was fixed with a more comprehensive approach which prevents dangling Variant pointers in both release and debug builds. Other changes.
stable branch in January 2020 as a major update to our free and open source game engine. Such pointer could be reported as valid even though the memory it points to was not, or worse, that memory could now hold a different object, leading to hard to debug situations. C#: Allow debugging exported games ( GH-38115 ).
While this is not a feature per se, it fixes a major annoyance that users have had with pointers to freed objects unexpectedly being re-assigned to new objects, causing hard-to-debug issues. C#: Allow debugging exported games ( GH-38115 ). Debug: Add a suffix to the window title when running from a debug build ( GH-33148 ).
After almost six months of hard work, we are proudly presenting you the marvellous Godot Engine 2.1. If you are running your game on an external device ( e.g. Android), and using "Deploy with Remote Debug", live script reloading will magically happen in there too. stable is here! Godot now supports live script reloading!
Donations and corporate grants play a vital role in enabling us to develop Godot at this sustained pace, since they are our only source of income, and are used 100% to pay developers to work on the engine. Fixes depth sorting of meshes with transparent textures ( GH-50721 ). Thanks to all of you patrons from the bottom of our hearts!
In this introductory tutorial series, we’ll teach beginners how to use the basic controls within Gogot’s game engine. A Crash Course Into The Basics of Godot’s Game Engine. In the bottom panel , you’ll see your output, debug, audio and animation windows. Nodes are at the heart of Godot’s game engine.
While this is not a feature per se, it fixes a major annoyance that users have had with pointers to freed objects unexpectedly being re-assigned to new objects, causing hard-to-debug issues. this bug was fixed with a more comprehensive approach which prevents dangling Variant pointers in both release and debug builds. Other changes.
And Cocos Creator benefits from its advantage of dual-core engine architecture (one core is for Native platforms written in C++, and another is for web platforms written in TS/JS), attracting many users for its multi-platform publishing capabilities. Debugging Parameters Next, let’s take a look at the following code.
But the rest of us engine contributors did not stay idle in the meantime, and a strong focus was put on fixing as many issues as we could to make Godot 3.2 Almost every area of the engine has seen some degree of enhancement, and we encourage users to move their active projects to Godot 3.2 And indeed, shortly after releasing 3.1
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. And for more advanced use cases, there is now also TextMesh to generate 3D meshes from font glyphs, so you can add Word Art to your scenes ;). and backported to 3.5. This was merged fairly late (3.5
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. And for more advanced use cases, there is now also TextMesh to generate 3D meshes from font glyphs, so you can add Word Art to your scenes ;). and backported to 3.5. This was merged fairly late (3.5
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. And for more advanced use cases, there is now also TextMesh to generate 3D meshes from font glyphs, so you can add Word Art to your scenes ;). and backported to 3.5. This was merged fairly late (3.5
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. And for more advanced use cases, there is now also TextMesh to generate 3D meshes from font glyphs, so you can add Word Art to your scenes ;). and backported to 3.5. This was merged fairly late (3.5
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. And for more advanced use cases, there is now also TextMesh to generate 3D meshes from font glyphs, so you can add Word Art to your scenes ;). and backported to 3.5. This was merged fairly late (3.5
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. And for more advanced use cases, there is now also TextMesh to generate 3D meshes from font glyphs, so you can add Word Art to your scenes ;). and backported to 3.5. This was merged fairly late (3.5
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