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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.
The cover illustration is from Ballionaire , a roguelike pachinko simulator where the laws of physics bend to your will, developed by newobject and published by Raw Fury! You can buy the game on Steam , and follow the developer on BlueSky and itch.io. Export: Disable Metal and Vulkan renderers in simulator builds.
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.). This is needed for some types of game mechanics such as: Projectiles (bullet hell for example). Sandbox style simulations. Additionally, Godot 4.0
Google Play Games on PC Platform Support At this year’s Google IO conference, Google Play Games on PC and the large-screen experience received significant attention as Android platform updates. There are already many well-known Cocos games published on the platform on their own. AGP upgraded to 8.0.2. AGP upgraded to 8.0.2.
Notably, Windows users could experience crashes when baking lightmaps. Games exported with a ZIP data package could also trigger a crash on exit. Additionally, this release includes a number of non-regression bug fixes to various areas of the engine. Physics: Fix ragdoll simulation when parent was readded to scene ( GH-48823 ).
Today, Unreal Engine 5 (UE5) is available in Early Access, delivering the next-generation engine from Epic Games that will further propel the industry forward. UE5 is making it easier to develop expansive open worlds and provides developers with the GPU-accelerated tools to better animate characters and build audio pipelines.
This new technique was developed entirely in the open and implemented under our MIT license, so anyone is welcome to use it in their own engines and games. SDFGI is something akin to a dynamic real-time lightmap (but it does not requiere unwrapping, nor does it use textures). What can it do?
Simulates how light bounces between surfaces, making lighting look more natural and filling in dark areas. Lighting changes in the game as you play, making the environment more interactive. This makes the game run faster since it doesn’t need to calculate the lighting all the time. Rasterization. Learn Lighting Software.
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