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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. Additional funding will enable us to hire more core developers to work full-time on the engine, and thus further improve its development pace and stability.
Android: Implement per-pixel transparency ( GH-51935 ). Lightmapper: Add an editor setting to configure number of threads for lightmap baking ( GH-52952 ). And many more bug fixes and usability enhancements all around the engine! Android: Improve input responsiveness on underpowered Android devices ( GH-42220 ).
Android: Implement per-pixel transparency ( GH-51935 ). Lightmapper: Add an editor setting to configure number of threads for lightmap baking ( GH-52952 ). And many more bug fixes and usability enhancements all around the engine! Android: Improve input responsiveness on underpowered Android devices ( GH-42220 ). beta 6 and RC 1.
Android: Implement per-pixel transparency ( GH-51935 ). Lightmapper: Add an editor setting to configure number of threads for lightmap baking ( GH-52952 ). And many more bug fixes and usability enhancements all around the engine! Android: Improve input responsiveness on underpowered Android devices ( GH-42220 ). RC 1 and RC 2.
Android: Implement per-pixel transparency ( GH-51935 ). Lightmapper: Add an editor setting to configure number of threads for lightmap baking ( GH-52952 ). And many more bug fixes and usability enhancements all around the engine! Android: Improve input responsiveness on underpowered Android devices ( GH-42220 ). RC 2 and RC 3.
Simply put, Gaussian blur takes every pixel on an image and processes it with the following process. To put it bluntly, it’s a simple weighted sum: while sampling the target pixel, sample some of the surrounding pixels and give each pixel a weight (the sum of the weights is 1.0).
Technically from a game engine / rendering perspective, any use of textures is ornament. To signal to the player that, yes, this box is supposed to be just a box, I had to spend 10 times longer making this box, to ensure every pixel was in place. I'm proud of this moment, leveraging some recent dynamic lightmap tech built into Copper.
Faster but less realistic, it determines colors based on how much of each pixel is covered by light. Learn the lighting features in your game engine and explore software like Unreal Engine, Unity, or Blender. It’s more than just pixels and shapes; it’s a silent storyteller and the key to making games immersive.
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