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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. Recently, NetEase introduced Mesh Shader support to Justice. Q: What are you trying to achieve by adding mesh shading to Justice? Q: How do Mesh Shaders solve this?
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. It is highly extensible, and is available for Windows, MacOS, and Linux, providing a common ground for developers working on multiple platforms.
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. (
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.
Analysis The whole effect can be split into two parts, one for the simulation of the mesh and one for the rendering of the mesh. No need to define the vertex format, and even Cocos has support for sprite meshes. Well, it’s very comfortable, much more comfortable than just a mesh, and it has some practicality too.
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.
Framerate Optimization To address this, Unity offers several profiling and debugging tools. These techniques reduce the memory footprint of static meshes and improve memory efficiency for dynamic scenes. This bottleneck can drastically affect performance, especially in visually demanding applications.
The implementation is a full p2p mesh , meaning every player is connected with each other via a "direct" connection, and there is no need for a player to act as a server. In the last two reports we laid out the basis for building a Godot application that uses WebRTC to communicate with other peers. WebRTCMultiplayer.
New graphics primitives built for the future of games NVIDIA Micro-Mesh is a graphics primitive built from the ground up for real-time path tracing. 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.
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 ).
OMM allows you to efficiently map complex geometries, such as dense vegetation and foliage, onto triangles and micro-meshes, providing high-level performance in detailed scenes. An upcoming Nsight Graphics update will give you the ability to inspect and debug OMM’s performance gain. OMM SDK 1.0 is available to all developers.
New tools New debugging tools like the BVH viewer and Ray Timing Visualization allows developers to get a handle on ray tracing cost in their scene and get it tuned for speed. Inexact Shadows (beta) Deals with potential mesh mismatches of ray traced and raster geometry. NVIDIA RTX UE4.26 The new NVIDIA UE4.26
Instancing is used to render similar objects (mesh, material and misc settings), reducing the pressure over the rendering API. Numbers are using debug (numbers on release are lower, but when I started optimizing, Godot had problems running on release, so it's difficult to compare). A set of benchmarks was created at : [link].
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 ).
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. The idea is to overlay a checkerboard pattern with the same square size (in texels) on the textures of all the meshes. Soft Shadows (merged). Next steps.
If you care about using meshes separately, it is also possible to tell Godot to save them as files. Reimports will overwrite those meshes, though. debug settings, different bit depth, demo version of a game with less files, etc.). If you only care about materials, it is possible to tell Godot to save them as separate files.
Maybe spine outputs skinned meshes that don’t support instancing? The effect is a duplicate of builtin-spine , with the instancing branches added and the two_color branch removed. Nothing special, but I’ve attached it below. I’m wondering if it’s user error, or working as intended. Either way, thanks for your time! Cocos version: 3.8.1
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 ). Import: glTF: Fix incorrect skin deduplication when using named binds ( GH-48913 ).
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.
Ensure your meshes are marked as "Static Bake", then enable SDFGI in the Environment settings. There are also some new debug modes to visualize how SDFGI is working: SDFGI Cascades: Show the world as SDF, helps you understand what voxel sizes are, so you adjust your geometry to work better with those voxel sizes.
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.
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 ).
There will still be many fixes made before the final release, and we will need your detailed bug reports to debug issues and fix them. features last week ( 2D meshes , 2D skeletons and AnimationTree docs). IMPORTANT: This is a beta build, which means that it is not suitable for use in production, nor for press reviews of what Godot 3.1
There will still be many fixes made before the final release, and we will need your detailed bug reports to debug issues and fix them. features this month ( 2D meshes , 2D skeletons and AnimationTree docs). IMPORTANT: This is a beta build, which means that it is not suitable for use in production, nor for press reviews of what Godot 3.1
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].
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.
Anis: Ray tracing and path tracing in Unity have the same visibility requirements as the rasterized techniques: proper shadow casting is expected, either in the form of a watertight mesh, a shadow proxy like in our new HDRP Scene Template , or in the form of double-sided materials or two-sided shadows. Pierre: Certainly.
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.
It took us about 14 months to get a proper FBX importer working fully, since we had to engineer everything again: We rewrote all the mesh code to support all formats of FBX meshes correctly. Much like the work we have done with FBX we'd just be repeating work for example with mesh conversion. stable release. Known issues.
NVIDIA Reflex NVIDIA Reflex is a toolkit to measure, debug and improve CPU+GPU latency in competitive multiplayer games. Enjoy great scaling across all GeForce RTX GPUs and resolutions, including the new ultra performance mode for 8K gaming. Access the NVIDIA DLSS plugin for UE4 here. Updates to NVIDIA RTX UE 4.25 The new NVIDIA UE 4.25
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 ). and Godot 3.3. Dynamic BVH for Godot Physics 2D.
load meshes. render meshes. Because of some stupid typos I had a hard time getting this right, but at least I got a nice UV-debug screenshot out of it. Done January 2018. bring GDNative API into stable state. improve C++ bindings. add simple C++ GDNative demo. add line rendering. add ninepatch rendering. add circle rendering.
Mesh LOD In 3D games, when all the above work is done and the performance still not up to requirements, you can consider reducing mesh details. Mesh LOD can be switched not only based on distance but also based on the performance level of devices. Debugging Parameters Next, let’s take a look at the following code.
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