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Dev snapshot: Godot 4.4 beta 1

Mircosoft Game Dev

Game window embedding was implemented to support our recent interactive in-game editing feature. 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. For more information and a handy video, check out the PR GH-99010.

Beta 106
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Godot 4.0 gets global and per-instance shader uniforms

Mircosoft Game Dev

For this, you define a specialized uniform : shader_type canvas_item; uniform vec4 my_color : hint_color; // Edit as a color. This produces an editable parameter in the material. The material is what you set to 2D nodes or to 3D meshes in order to draw them. Is every bit of grass a mesh and an object? How do they do it?

Shaders 52
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Cocos Creator 3.7.2 Focuses On Optimized Rendering And Lighting Capabilities

Cocos

. • Fixed native side LOD screen share calculation using local coordinates, causing calculation error. Fixed an issue where Mesh objects created through MeshUtils.createMesh caused data anomalies. Fixed an issue where the setter for the Mesh:: _ hash attribute was not bound. .

Render 52
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Godot 3.4 is released with major features and UX polish

Mircosoft Game Dev

Localized class reference. Fixes depth sorting of meshes with transparent textures ( GH-50721 ). Morris Arroad ( mortarroad ) has worked on using a more reliable algorithm from Bullet to generate physics convex hulls from meshes. Take a look at the new theme editor in action in this GDQuest video: Localized class reference.

UX 52
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Learn How To Get Data From API in Unreal Engine 5 by Building a Virtual Art Gallery

DameDev.tv

These include: UStaticMeshComponent to render a plane mesh on which we'll set a dynamically created material instance. The EditAnywhere specifier allows these properties to be edited in the Unreal Editor, both in the Blueprint and the Details panel of the component. FText – a localized type.

Data 87
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GLES2 and GDNative, progress report #5

Mircosoft Game Dev

In order to deform the mesh according to the bone transforms, each vertex (generally "point of a triangle") can be influenced by up to 4 bones. this was solved by having copies of the meshdata, then modifying the mesh itself with the bone transform information. It is backed by a ConfigFile which is nice for manual editing.

Shaders 52
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GSoC 2021 - Progress report #1

Mircosoft Game Dev

Like in previous years, Godot is participating again in the Google Summer of Code program for its 2021 edition. For projects catering to people from various backgrounds, supporting multiple languages might be important, and with that, comes the need for the project to be robust enough to not break when using different locales.

Debug 52