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Hi, I’ve been having issues with opacity and RenderTextures in CC 2.4.11 I have created a very easy to understand demo project showing how it behaves and it’s easy from this demo to swap things around, create new cameras etc.: which I don’t know how to solve. I’ve tried so many different combinations.
Hi, I’ve been having issues with opacity and RenderTextures in CC 2.4.11 I have created a very easy to understand demo project showing how it behaves and it’s easy from this demo to swap things around, create new cameras etc.: which I don’t know how to solve. I’ve tried so many different combinations.
I first tried the generic solution, but since in a real game it isn’t so straight forward as in my Demo where you would just have a one colored background and no other overlapping elements, I think the “src Blend Factor”: “ONE” is the way to go for the graphics which will use opacity and blend on top of other RT.
However the dark lighting and texturing transform much of the play area into an unpleasant mid-brown mess, and its reliance on Source displacements leaves it feeling a bit blobby and melty. Like a lot of Counter-Strike Source, it often feels more like a game engine tech demo rather than something for humans to play.
NVIDIA researchers took the stage at SIGGRAPH Asia Real-Time Live event in Sydney to showcase generative AI integrated into an interactive texture painting. It enables the interactive addition of local details with infinite texture variations and realistic transitions. Inspiration images are a common concept in 3D design.
Did you download the demo, in the demo I show with clearFlags: Color ON and OFF. You can see that with ON (example 1 in demo) → You have issues with opacity, it has more opacity than it should. You can see that with OFF (example 2 in demo) → You have correct opacity but cannot fade something out completely.
Continuing the discussion from Tutorial: Custom rendering using cc.Graphics in Cocos Creator: Thank you, @CocosMarketing and GT for the above tutorial topic! It was of great use to me when working on Cocos 2, specifically the sampling from a texture file.
Continuing the discussion from Tutorial: Custom rendering using cc.Graphics in Cocos Creator: Thank you, @CocosMarketing and GT for the above tutorial topic! It was of great use to me when working on Cocos 2, specifically the sampling from a texture file.
Continuing the discussion from Tutorial: Custom rendering using cc.Graphics in Cocos Creator : Thank you, @CocosMarketing and GT for the above tutorial topic! It was of great use to me when working on Cocos 2, specifically the sampling from a texture file.
Though not fully complete, the demos already show a lot of progress, and the developer is selling their findings on the Cocos store for Chinese developers. Try it out now (Note the demo is in Chinese): ClothDemo for 2.x Rendering is even more straightforward, just use the Graphic component and draw lines directly.
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. add line rendering. add ninepatch rendering. add polygon and GUI primitive rendering. add circle rendering. render meshes.
Post processes are still mostly missing, but the material testers demo is fully functioning. Added to this is a simple ORM material variant, which should make importing textures from GLTF2, or from applications such as Substance Painter, or similar much easier. Vulkan progress report #5. Vulkan progress report #6. Basis Universal.
The solution also enables users to fill objects in with color, paint over them with an RBG brush, or cover regions with physically based rendering (PBR) materials. In addition to intuitive, nondestructive editing capabilities–including the application of textures–Shapeyard enables automatic human-grade retopology.
I started with Gaea for landscape creation, then did the texturing in Unreal Engine. In the second last week of the course, my landscape shot was crashing all the time when I tried to render it in Sequencer (never render only until the last moment!). Virtual production real-time workflow demo with Deepak Chetty.
However, if you can port some existing projects and demos to the new version, that may provide a lot of useful information about critical issues still left to fix. Note: You might need to delete your.godot/imported folder to force reimporting all your textures with the new class name. alpha builds.
We also have added a new demo project that will share many of the new upgrades that have come with 3.7 Cocos Creator 3.7.1 fixes many bugs that were found by the staff and developers when upgrading to 3.7. We appreciate your help and work to improve the engine. and previous updates. You can download it from the Cocos Store.
Export options (convert textures, etc.) Automatic detection and reimport of many use cases for textures. debug settings, different bit depth, demo version of a game with less files, etc.). By then the stable version will be out and we will have a lot of awesome demo content. are removed, as they are no longer needed.
You can check out a demo on itch.io , and follow Bram on YouTube and Twitter for updates and free video tutorials. Editor: Make texture preview filter setting content aware ( GH-67426 ). Rendering: Add OpenGL timer queries to OpenGL3 backend ( GH-67032 ). Rendering: Fix drawing of 2D primitives in OpenGL3 renderer ( GH-67416 ).
The Universal Render Pipeline (URP) is a prebuilt Scriptable Render Pipeline, made by Unity. The asset also includes a new confetti-rain type emitter, as well as extra confetti textures, normal maps, documentation and more. Universal RP. Standard and URP support. . Epic Toon FX by Archanor. Standard and URP support.
However, if you can port some existing projects and demos to the new version, that may provide a lot of useful information about critical issues still left to fix. Rendering: Add multiview support to the clustered forward renderer ( GH-49092 ). Rendering: Add sky cover texture for ProceduralSkyMaterial ( GH-58018 ).
The multiplayer demos have been updated with this change, and you’ll find a new reference implementation for WebSocketServer and WebSocketClient nodes in GDScript that should ease the transition to the new API. Lots of rendering changes. OpenGL3: Add 2D lights to canvas renderer ( GH-67335 ).
The multiplayer demos have been updated with this change, and you'll find a new reference implementation for WebSocketServer and WebSocketClient nodes in GDScript that should ease the transition to the new API. Lots of rendering changes. OpenGL3: Add 2D lights to canvas renderer ( GH-67335 ).
On modern GPUs, the L1TEX cache is a combined L1 Data Cache that contains a Load/Store Unit + Texture Unit. Despite the short name “L1”, it includes Texture as well. L1” is short for L1TEX, and includes both Load/Store and Texture bandwidth. Correspondence of the GPU block diagram to timeline rows.
you will be able to run Godot with headless display (no rendering) on any desktop platform. Passing the --display-driver headless command line argument will start Godot without rendering, like the old server platform, no matter if you are on Linux, macOS or Windows. Finally, in Godot 4.0, Removing RSETs. Second, performances are bad!
We witnessed some incredible innovations and listened to interactive demonstrations showcasing the latest advancements in AI and machine learning, VR, 3D modeling and texturing, rendering, visualization , animation , game design , storytelling, and so much more.
In this case I'm talking about a rather big refactoring of how materials are handled in the GLES2 renderer. perspective rendering. perspective rendering. stabilize 3D rendering (unshaded workflow). branch of the GDNative-demos repository here. perspective rendering. Texture handles? Done March 2018.
Features and Tools Graphics and Rendering Capabilities Graphics and Rendering Capabilities are essential in game design software because of its graphics and rendering capabilities. Free Trial and Demo Versions Many game development companies offer free trial versions or demo versions.
The Dodge The Creeps C# demo running on the iOS Simulator. 2D batching for the GLES2 renderer. While most rendering work was postponed for the 4.0 release with its new Vulkan-based renderer, our contributors lawnjelly and Clay ( clayjohn ) decided to give some more attention to the 3.2
You can check out a demo on itch.io , and follow Bram on YouTube and Twitter for updates and free video tutorials. Editor: Make texture preview filter setting content aware ( GH-67426 ). Rendering: Add OpenGL timer queries to OpenGL3 backend ( GH-67032 ). Rendering: Fix drawing of 2D primitives in OpenGL3 renderer ( GH-67416 ).
It brings a brand new rendering engine with state-of-the-art PBR workflow for 3D, an improved assets pipeline, GDNative to load native code as plugins, C# 7.0 After meeting the initial goal, we hired karroffel to continue her work on GDNative (more about this below) and work on a new rendering backend. New physically based 3D renderer.
In 2018, NVIDIA launched our RTX technology alongside a stunning Star Wars demo called Reflections , which was built on Epic Games’ Unreal Engine 4. Enabling this vision were RTX GPUs with dedicated cores for ray tracing and AI, as well as new hardware capabilities for increased geometric detail and texture streaming.
However, if you can port some existing projects and demos to the new version, that may provide a lot of useful information about critical issues still left to fix. Rendering: Add support for glow maps ( GH-54574 ). Rendering: Implement GPUParticles2D sub-emission support ( GH-56888 ). alpha builds.
our lead developer Juan Linietsky moved on to developing the upcoming Vulkan renderer for Godot 4.0 which will bring a new Vulkan-based rendering backend in lieu of the current OpenGL ES 3.0 / OpenGL 3.3 The curious among you may read Juan's progress reports for details on this new architecture and rendering features implemented for 4.0
Rendering: Portal occlusion culling. More rendering improvements. Up till now a significant missing feature in the renderer has been the ability to cull (prevent rendering) objects that are within the camera view, but occluded by another object (for instance a wall). More rendering improvements.
in January 2020, we switched the development focus towards the upcoming Godot 4.0 , which is a major, compatibility-breaking rewrite of the engine's core and rendering. Dynamic BVH for rendering and GodotPhysics. Rendering: Unified 2D batching. More rendering improvements. Dynamic BVH for rendering and GodotPhysics.
glTF 2.0 ( GL Transmission Format ) is a fully open-source, widely implemented interchange format with built-in support for physically-based rendering standards. From @HugoLocurcio 's Godot Reflection demo. bin + textures). You can contact me on @iFiery on Twitter , fire on GitHub or on my chibifire.com website.
Instead of computing the amount of light that reaches a certain surface every frame for every light source, we precompute all this information and store it in a single texture. The process of generating light map texture coordinates takes a while, and it was being triggered on every scene reimport.
Once he's modeled all three sets, Cass will then begin the tedious texturing process for each one. This sprint, Karena was able to complete her model and begin texturing. Our team was a bit more drawn to the darker version, so you'll see that set featured in the Kristala demo once it's released on Steam, itch.io, and Gamejolt.
Static batching : combines static (not moving) GameObjects into big Meshes, and renders them in a faster way. The foliage shader has an alpha cutout value and uses a texture + culling set to off (it is visible from both sides of the planes). This was recorded during the batching process. And it has just twelve vertices.
The illustration picture for this article is a screenshot of Wojtek Pe 's Forest scene demo made in Godot 4.0 We know many users are excited about the coming improvements to 2D and 3D rendering in 4.0. Over the last few years we have completely overhauled the Godot renders. beta 1 now! Check out the video! What's new?
Textures, normal maps and some of the BSDF shaders are already well supported. s EEVEE render engine. We are currently working on creating the NetworkedMultiplayerWebRTC class, meaning the existing networked multiplayer Bomberman and Pong demos will soon work with WebRTC with minimal modifications. Planned for August 2018.
That's why we're so interested not in the movie itself, but in what's behind it: shortly after the premiere, Epic Games released a free demo of the game based on the original Matrix. They are created on the Unreal Engine and are rendered in real time during filming.
The engine should be able to render and simulate 200+ lightweight game objects -- frame-animated sprites with simple collision, no fancy physics or shaders. Then as you come across more complicated problems, you'll want to browse the very helpful Demos , each with a link to its full source code on GitHub. and no WASM.)
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