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3D Content Interoperability with Topology-Free Modeling

Nvidia

The more polygons that an object has, the more detailed it appears, but high numbers of polygons demand more computing power. The polygon layout, or topology, of these items must be planned efficiently and created in advance to minimize the number of polygons and generate objects of the highest grade.

Content 93
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D2 log 057 – Tiles, pt.2

Catnip Games

In addition to the visible texture, each tile had a lower resolution bitmap which defined the material at a given spot. I got rid of that and switched to a polygon based approach which plugs into Box2D. Material polygons are created as invisible objects in Blender and exported into the game.

Tile 52
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"Quake Renaissance" for Rock Paper Shotgun

Radiator Blog

While I appreciate "oral history" approaches at Polygon like with their Morrowind roundtable , this type of format is, less charitably, just a lazy loosely organized transcript with minimal analysis. EDIT: for anyone's curiosity, I've pasted below my raw working "Quake community timeline" from my writing notes.

Writing 130
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Maintenance release: Godot 3.3.1

Mircosoft Game Dev

Batching: Fix light pass modulate , a potential crash, polygon rotation from vertex shader, and 2D skinning with unrigged polygons ( GH-48151 , GH-48125 , GH-48457 , GH-48647 )). Editor: Fix race condition in font preview generation which could lock the editor on first edit ( GH-48308 ).

Polygon 52
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Release candidate: Godot 3.3.1 RC 2

Mircosoft Game Dev

Batching: Fix light pass modulate , a potential crash, polygon rotation from vertex shader, and 2D skinning with unrigged polygons ( GH-48151 , GH-48125 , GH-48457 , GH-48647 )). Editor: Fix race condition in font preview generation which could lock the editor on first edit ( GH-48308 ). stable ( GH-48268 ).

Polygon 52
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Godot's new renderer, progress report #1

Mircosoft Game Dev

Our goal is to have a modern, clustered renderer that supports everything mainstream engines support, including PBR, global illumination and flexible shader editing. Refactor the texture API to include more modern texture compression formats. Improve Culling: Portals (rewrite as polygon-based) and Rooms. For Godot 3.0 (our

Render 52
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Release candidate: Godot 3.3.1 RC 1

Mircosoft Game Dev

Batching: Fix light pass modulate , a potential crash, and polygon rotation from vertex shader ( GH-48151 , GH-48125 , GH-48457 )). Editor: Fix race condition in font preview generation which could lock the editor on first edit ( GH-48308 ). Rendering: Fix usage of proxy textures on GLES2 PanoramaSky ( GH-48541 ).

Bug 52