Remove Game Engine Remove Render Remove Terrain
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Dev snapshot: Godot 4.0 beta 13

Mircosoft Game Dev

Editor: Keep terrain choice when changing layer in TileMap editor ( GH-70601 ). Rendering: Fix polyline not supporting closed polygons and not having a uniform width ( GH-62236 ). Rendering: Fix scaling issue in draw_line and similar methods ( GH-69851 ). Editor: Move remote debug buttons to a single menu ( GH-70701 ).

Beta 99
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RP4K Teacher Profiles: Gabriel Dibenedetto

Real Programming

As for programming, Gabe loves 3D computer graphic modelling and rendering and visual arts. While he loves teaching coding to students of all levels, he has worked hard on our latest experimental course, Elite Game Engine. In addition to simulation, he also works with engineering and perception.

Code 98
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Dev snapshot: Godot 4.0 alpha 10

Mircosoft Game Dev

Adds TileMap terrain center bit to support "connect" and "path" draw modes ( GH-61809 ). Be aware that during the alpha stage the engine is still not feature-complete or stable. 2D: Fix terrains for isometric tilemaps ( GH-61998 ). Rendering: Initial TAA (Temporal Anti-Aliasing) implementation ( GH-61319 ).

Alpha 52
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Why does Godot use Servers and RIDs?

Mircosoft Game Dev

Before going into optimizing for multiple threads, let's first take a look at the typical order of execution of the main blocks of a game engine. This order of events can't be escaped, as logic affects physics and rendering needs both information from logic and physics to display. Physics pushes data to Rendering.

Render 52
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Unreal engine ArchViz – How UE is Revolutionizing the Architecture Industry?

Logic Simplified

Architectural visualization has existed since the time of ancient civilizations and has now been revolutionized with the Unreal Engine and its cutting-edge functions and features. Unreal engine is a gaming engine that is powerful, reliable, and high on performance for architectural designs.

Engine 52
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Dev snapshot: Godot 4.0 beta 4

Mircosoft Game Dev

2D: Make TileMap terrain painting not change neighbors centers bits ( GH-67390 ). Rendering: Add OpenGL timer queries to OpenGL3 backend ( GH-67032 ). Rendering: Improve behaviour of clip_children by clipping to parent alpha value but still retaining parent color ( GH-67043 ). Core: Make some Image methods static ( GH-63332 ).

Beta 52
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Dev snapshot: Godot 4.0 beta 3

Mircosoft Game Dev

Lots of rendering changes. Our rendering contributors keep working on finalizing the implementation of all expected features for Godot 4.0, notably with the following major changes by Clay John ( clayjohn ) and Bastiaan Olij ( BastiaanOlij ): Emulate double precision for regular rendering operation when REAL_T_IS_DOUBLE ( GH-66178 ).

Beta 52