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Dev snapshot: Godot 4.4 beta 1

Mircosoft Game Dev

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.

Beta 106
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Cocos Creator 3.7.2 Focuses On Optimized Rendering And Lighting Capabilities

Cocos

Fixed native side LOD screen share calculation using local coordinates, causing calculation error. When the user turns on high-precision lightmap baking, 16-bit colors are used instead of 8-bit colors, and AO channels are baked separately. Still, the disadvantage is that it will increase the lightmap package. . • Fixed Mat4.getRotation

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Creating a Build Environment on AWS with Incredibuild

AWS Games

Game developers often need to compile large amounts of C++ code, which requires lots of CPU resources, and developers also need to process other types of heavy compute tasks such as; shader compilation, rendering, asset creation, image conversion, lightmap baking and more.

Agent 69
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Godot 3.0 is out and ready for the big leagues

Mircosoft Game Dev

No lightmaps or anything of the sort are required, providing a very quick and efficient workflow. For low-end systems or mobile devices, we provide a more classical lightmapping workflow. The get_node() function also got syntactic sugar to obtain nodes in the local scene tree by writing less code, using the $ alias.

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The next big step: Godot 4.0 reaches Beta

Mircosoft Game Dev

Last but not least, lightmaps baking is now done using the GPU to speed up the process significantly. Localization is probably the most straightforward way to allow more people to experience your game or use your tool efficiently. Your localization efforts are further assisted by a built-in pseudolocalization tool. Gui and Text.

Beta 52
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GLES2 and GDNative, progress report #6

Mircosoft Game Dev

This makes lookups more memory local. Done May 2018. enviroment relections. cubemap filtering. implement BRDF. omni lights. lambert+phong. normal maps. rewrite OAHashMap to use RobinHood hashing. improved C++ bindings compilation workflow. fixed a GDNative binary compatibility bug. Planned June 2018. finish lights. shadow mapping.

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