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Dev snapshot: Godot 4.4 beta 1

Mircosoft Game Dev

Breaking changes Animation Audio C# Core Editor GDScript Import Input Physics Platforms Rendering and shaders XR New in Beta 1! Normally our Beta 1 release notes summarize all the most exciting changes from the previous dev releases. Input Input saw a lot of incremental improvements and polish this dev cycle. New in Beta 1!

Beta 106
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Top 3 Websites for Learning Shaders

That One Game Dev

In this article, I will mention 3 great websites to learn how to create your shaders in GLSL that you shouldn't miss out on! The post Top 3 Websites for Learning Shaders appeared first on That One Game Dev.

Shaders 126
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How to compile shaders with CMake

That One Game Dev

In this article I will give you an insight on how to include compiled GLSL shaders into your project build step using CMake. The post How to compile shaders with CMake appeared first on That One Game Dev.

Shaders 134
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Dev snapshot: Godot 4.5 dev 2

Mircosoft Game Dev

dev 1 snapshot, but surely they couldnt follow that up with another flood of anticipated changes, right? dev 1 release notes for an overview of some key features which were already in that snapshot, and are therefore still available for testing in dev 2. With the 4.4 development snapshots. Well, maybe not after seeing the 4.5

Dev 54
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Dev snapshot: Godot 4.5 dev 1

Mircosoft Game Dev

Rendering: Use separate WorkThreadPool for shader compiler ( GH-103506 ). Rendering: Update ViewportTexture path relative to its local scene instead of the Viewport owner ( GH-97861 ). Rendering: Use lower shadow normal bias for distant directional shadow splits ( GH-60178 ). Changelog 121 contributors submitted 403 fixes for this release.

Dev 75
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What are Shaders?

That One Game Dev

In this article you will learn on the basic level what shaders are and how they are used in graphics programming. The post What are Shaders? appeared first on That One Game Dev.

Shaders 98
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Dev snapshot: Godot 4.4 beta 3

Mircosoft Game Dev

Shaders: Fix source_color default value ( GH-101642 ). Rendering: Mark pipeline compilation of ubershaders as high priority ( GH-102125 ). Rendering: Metal: Enable GPU buffer address support ( GH-101602 ). Rendering: Use a smaller epsilon for omni and spot attenuation cutoff ( GH-102272 ).

Beta 76