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Enhancing Mobile Game Performance: Essential VFX Techniques for Visual Excellence 

iXie gaming

In the fast-paced world of mobile game development , visual effects (VFX) play a pivotal role in creating immersive experiences that captivate players. However, achieving this level of visual excellence without compromising performance on mobile devices is a delicate balancing act.

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Dev snapshot: Godot 4.0 beta 15

Mircosoft Game Dev

Rendering: Fix DirectionalLight3D shadow opacity on Forward Mobile rendering backend ( GH-71690 ). Rendering: Add a few more checks to ensure that unsupported image formats are not used in the mobile renderer ( GH-71939 ). Shaders: Fix code generation for ProximityRange node in visual shader ( GH-71760 ).

Beta 97
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Dev snapshot: Godot 4.0 beta 16

Mircosoft Game Dev

Those typically shouldn’t add instability to the engine, but may require doing some changes in your scripts, scenes, and shaders if you were using the affected APIs. Rendering: Add dependency tracker info on geometry create on mobile renderer ( GH-72064 ). Shaders: Add derivative functions with precision to shaders ( GH-72109 ).

Beta 104
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Godot for AA/AAA game development - What's missing?

Mircosoft Game Dev

Additionally, the modern backend can implement rendering methods , such as forward clustered, mobile, and more in the future (such as deferred clustered, cinematic, etc.). and is intended to run on very old PC hardware as well as most older (still working) mobile phones. Rendering is significantly more efficient in Godot 4.0,

AAA 145
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Dev snapshot: Godot 4.0 beta 8

Mircosoft Game Dev

Rendering: Implement CAMERA_VISIBLE_LAYERS as built-in shader variable ( GH-67387 ). Rendering: Fix mobile and gl_compatibility renderers sky_transform operations ( GH-69636 ). Visual Shader: Make custom visual shader nodes automatically updates from script ( GH-69738 ). XR: WebXR is now fully working in Godot 4! (

Beta 94
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Godot 3's renderer design explained

Mircosoft Game Dev

Godot uses a considerably different approach to rendering (and rendering abstraction) than other, popular, game engines. For example: On GLES3+ we can use UBOs to optimize shader parameters. Given GLES2 isn't going to disappear any time soon due to low end mobile devices, we still need to support it for a few more years to come.

Render 52
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Dev snapshot: Godot 4.0 beta 5

Mircosoft Game Dev

Rendering: Add texture reading code to OpenGL3 renderer for web and mobile ( GH-68138 ). Rendering: Enable mipmaps in cubemap roughness shader ( GH-68511 ). Rendering: Properly set TIME shader uniform when rendering shadows ( GH-68574 ). Rendering: Scale light shadow bias by soft_shadow_scale to reduce shadow acne ( GH-68339 ).

Beta 90