This site uses cookies to improve your experience. To help us insure we adhere to various privacy regulations, please select your country/region of residence. If you do not select a country, we will assume you are from the United States. Select your Cookie Settings or view our Privacy Policy and Terms of Use.
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Used for the proper function of the website
Used for monitoring website traffic and interactions
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Strictly Necessary: Used for the proper function of the website
Performance/Analytics: Used for monitoring website traffic and interactions
Add transparency support for LightmapGI Currently when baking lightmaps users have to choose between transparent objects casting shadows as if they were fully opaque, or not casting shadows at all. This has been a major limitation in both the quality of lightmap baking and the ergonomics of the lightmap baking workflow.
Lightmap baking improvements Clay John changed the logic for baking direct lighting in LightmapGI to spread it over multiple frames, avoiding a spike of computation that can lead the OS to trigger TDR , resulting in a crash of the GPU context ( GH-102257 ). The experience should be much better already in beta 3.
The features offered are also a lot more reminiscent of AAA games, such as far more material options and advanced visual effects (including circle DOF , volumetric fog, AMD FSR, etc.). Is solving these problems enough for Godot to become a top AA / AAA gameengine? Visual scripting. Additionally, Godot 4.0
Editor: Fix reload scripts error after saving in external editor ( GH-68203 ). Rendering: Add optional UV2 logic for lightmapping to primitive shapes ( GH-67975 ). Editor: Load and use system emoji font in the editor ( GH-68090 ). Editor: Various style and usability improvements to the in-editor documentation ( GH-68132 , GH-68159 ).
which would have included new multiplayer networking, visual scripting and many other improvements) because we realized that projects using the new features would no longer work in 3.0, Visual Scripting. New audio engine. No lightmaps or anything of the sort are required, providing a very quick and efficient workflow.
If you use and enjoy Godot, plan to use it, or want support the cause of having a mature, high quality free and open source gameengine, then please consider becoming our patron. The biggest difference with the old lightmapper is that the new one features proper path tracing, which results in better looking lightmaps.
Editor: Fix reload scripts error after saving in external editor ( GH-68203 ). Rendering: Add optional UV2 logic for lightmapping to primitive shapes ( GH-67975 ). Editor: Load and use system emoji font in the editor ( GH-68090 ). Editor: Various style and usability improvements to the in-editor documentation ( GH-68132 , GH-68159 ).
Coding camera angles for games and animation has been a pain … Until now. Before Unity Cinemachine, camera movement needed to be directly keyframed or, using code, had to be carefully scripted. With that in mind, Cinemachine is a feature-rich plug-in that was also designed with game developers at the forefront of their thoughts.
Last but not least, lightmaps baking is now done using the GPU to speed up the process significantly. Scripting them is simpler now as well. In previous versions of the engine properties related to moving, sliding, and colliding had to be passed to move_and_slide() manually. Sometimes user-level scripting is not enough, though.
We organize all of the trending information in your field so you don't have to. Join 5,000+ users and stay up to date on the latest articles your peers are reading.
You know about us, now we want to get to know you!
Let's personalize your content
Let's get even more personalized
We recognize your account from another site in our network, please click 'Send Email' below to continue with verifying your account and setting a password.
Let's personalize your content