Remove Debug Remove Mesh Remove Writing
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Dev snapshot: Godot 4.4 beta 1

Mircosoft Game Dev

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. (

Beta 106
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Developer Shares Building Fabrics, Ropes, And Soft Bodies

Cocos

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.

Build 98
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Advanced GPU optimization techniques in Unity 6 • Insights from Unite 2024

PreMortem.Games

Framerate Optimization To address this, Unity offers several profiling and debugging tools. Overdraw can lead to excessive GPU workload, particularly in scenes with transparent materials, which don’t typically write to the depth buffer. This bottleneck can drastically affect performance, especially in visually demanding applications.

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Dev snapshot: Godot 4.0 beta 12

Mircosoft Game Dev

OBJ mesh import now supports vertex colors as exported by Blender ( GH-71033 ). Export: Fix missing "debug"/"release" export presets feature tags ( GH-71274 ). Rendering: Only disable depth writing in opaque pipelines ( GH-71124 ). Fix Tab key usage in the inspector ( GH-71271 ).

Beta 110
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Dev snapshot: Godot 3.4 beta 6

Mircosoft Game Dev

GridMap: Implement individual mesh transform for MeshLibrary items ( GH-52298 ). Mesh: Implement octahedral map normal/tangent attribute compression ( GH-46800 ). Mesh: Options to clean/simplify convex hull generated from mesh ( GH-50328 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ).

Beta 52
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Godot 3.0, new progress report and GDC

Mircosoft Game Dev

This was a necessary change for many reasons: It's much, much simpler to write import/export code this way. 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. Will be writing a post with more details about this shortly.

Mesh 52
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Dev snapshot: Godot 4.0 beta 12

Mircosoft Game Dev

OBJ mesh import now supports vertex colors as exported by Blender ( GH-71033 ). Export: Fix missing “debug”/”release” export presets feature tags ( GH-71274 ). Rendering: Only disable depth writing in opaque pipelines ( GH-71124 ). Fix Tab key usage in the inspector ( GH-71271 ). Add expand modes to TextureRect ( GH-58517 ).

Beta 85