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Godot XR update - February 2025

Mircosoft Game Dev

mesh formats and thus requires Godot 4.2+. You can download the Godot XR Tools demo on itch.io. The Godot XR Tools repository on GitHub contains a GitHub workflow that prepares and uploads the demo project to the above itch.io Features Update OpenXR to Khronos 1.1.41 You can download version 4.4.0

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Optimize Vegetation Generation

Mnenad

Mainly I focused on generating grass that bends in the wind and some fern like plants, but what comes next is usable for all kind of meshes. Batching means to combine mesh objects that share the same material or that are marked as static in the Unity inspector. In my case I had terrible FPS with just some thousand mesh instances.

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GLES2 and GDNative, progress report #2

Mircosoft Game Dev

Apart from that, the month was mostly spent on implementing more 2D items in the renderer as well as working on getting custom shaders running. add simple C++ GDNative demo. start work on shader compiler. implement more shader features. implement more shader features. load meshes. render meshes.

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Godot 3.0 progress report #6

Mircosoft Game Dev

Here's a small platformer demo you can try! While we offer a default particles material (which is very powerful and customizable), it is possible to write your own particle logic entirely in a shader. It is also possible to convert a particle system to a shader and do further modifications to it by yourself, manually.

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Ultra-Realism Made Accessible with NVIDIA AI and Path Tracing Technologies

Nvidia

Portal’s next-generation lighting rebuilt with path-traced direct and indirect illumination and shader execution re-ordering The RTX Path Tracing SDK accurately re-creates the physics of all light sources in a scene to reproduce what the eye sees in real life. Watch the demo video to learn more. Video 2. OMM SDK 1.0

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GLES2 and GDNative, progress report #4

Mircosoft Game Dev

branch of the GDNative-demos repository here. Last time I promised more fancy screenshots, here some perspective-correct renderings of some meshes. Yes, some more invalid OpenGL state was fixed and a first attempt to get spatial shaders working and then this could be seen. The TIME variable in shaders? Since OpenGL 3.1,

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Axmol-2.0 released

Cocos

(A fork of Cocos2d-x-4.0) release notes Add experimental WebAssembly build support(WebGL 2.0) axmol run -p wasm -xb "--target,cpp_tests" Add 2 cmake options: AX_WASM_THREADS , AX_WASM_SHELL_FILE , refer to CMakeOptions.md fmtlib: 10.0.0 ==> 10.1.0 FreeType: 2.13.0 ==> 2.13.2 llhttp: 8.1.1 ==> 9.0.1 OpenSSL: 3.0.9 ==> 3.0.10

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