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Godot for AA/AAA game development - What's missing?

Mircosoft Game Dev

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.). The most common types of streaming are: Texture streaming : All textures are loaded in a tiny size by default. Additionally, Godot 4.0

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Godot 4.0 will get a new, modernized lightmapper

Mircosoft Game Dev

Lightmaps offer significant advantages over any other technique when the following requirements are met: Performance above anything else (for mobile, lightmaps are still a must-have). If these requirements are met, then lightmapping is probably the best for you. Lighting will not change (lights won't move). Easy to use.

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NVIDIA RTX, Unreal Engine 5 Define Future of Game Development and Content Creation

Nvidia

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. Enabling this vision were RTX GPUs with dedicated cores for ray tracing and AI, as well as new hardware capabilities for increased geometric detail and texture streaming.

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Maintenance release: Godot 3.3.2

Mircosoft Game Dev

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. was thus subject to this crash when baking lightmaps.

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Godot 4.0 gets SDF based real-time global illumination

Mircosoft Game Dev

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?

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Dev snapshot: Godot 4.0 beta 5

Mircosoft Game Dev

Rendering: Add optional UV2 logic for lightmapping to primitive shapes ( GH-67975 ). Rendering: Add texture reading code to OpenGL3 renderer for web and mobile ( GH-68138 ). Rendering: Fix cluster_render.glsl failing on some Macs ( GH-67746 ). Rendering: Fix several render issues found while debugging XR ( GH-68102 ).

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new Quake map: There's a Certain Slant of Light

Radiator Blog

The two big changes I made were the texturing and the monster placement / player flow. One of my big motivations was to use Makkon's updated textures. Yet as I aligned the 100th trim texture on a brush, I wondered whether my level was also anti-brutalist in its own way. In the past I've written about video game brutalism.

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