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NetEase Thunder Fire Games Uses Mesh Shading To Create Beautiful Game Environments for Justice In December, we interviewed Haiyong Qian, NetEase Game Engine. Their results were nothing short of stunning with local 8K DLSS support and global illumination through RTXGI. Recently, NetEase introduced Mesh Shader support to Justice.
Here are the implementation of water wave effects on 2D sprites and 3D meshes: Preview Link The math behind it is simple, the water wave is simulated by the Sin function, and then the fluctuation range is increased in the Update function. Use the water wave effect on the 3D meshes This is only for 3D planes with tiled UV Mapping.
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. (
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.
Maybe spine outputs skinned meshes that don’t support instancing? I’m wondering if it’s user error, or working as intended. Either way, thanks for your time! Cocos version: 3.8.1 Spine version: 3.8.99 rgb, 1); o.rgb = mix(o.rgb, col1.rgb, rgb, mask.r); o *= v_light; ALPHA_TEST(o); return o; } }% Cocos version: 3.8.1 Spine version: 3.8.99
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 ). Implementing a DAP backend for debugging Godot projects. Project: Implementing a DAP backend for debugging Godot projects. Branch: Ev1lbl0w/gsoc21-dap.
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. Thanks to the work of Pedro ( RandomShaper ), debug versions of Godot (e.g. Thanks to the work of Pedro ( RandomShaper ), debug versions of Godot (e.g.
Therefore, you can tune the ray length of the effects you want to use, as well as increase the range of the Light Cluster , which is a structure listing the local lights and reflection probes active in each of its cells. The shape of a volume can be a box, a sphere, a custom mesh (concave), or it can be infinitely large (global).
Localized class reference. Such use-after-free access needs to be guarded with is_instance_valid(obj) , but this has been surprisingly difficult to get right due to a number of bugs and inconsistencies between debug and release builds. Fixes depth sorting of meshes with transparent textures ( GH-50721 ). Lossless WebP encoding.
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. More resource types are supported and thumbnailing of internal scene resources is also supported, allowing previews of materials, meshes, etc.
Skin support allows multiple meshes to share a single skeleton. formats permit more than 4 bone weights per vertex, such meshes are currently unsupported in Godot 3.2. On the debugging front, our contributor Joan Fons Sanchez added a new network profiler , which will help you monitor the bandwidth usage of your game in real time.
It now supports meshes, armatures, lights, cameras, shape keys, animations (including object transforms, pose bones and property changes in shape keys, lights and cameras), and an automatic material search. An additional signal, notify , exists to send debug messages from WebRTC. dependencies in config.py. GSoC experience.
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