Remove Lightmap Remove Mobile Remove Shaders
article thumbnail

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). lightmapper.

article thumbnail

Introducing the new "last minute" lightmapper

Mircosoft Game Dev

This generally works and looks pretty, but it's quite shader intensive, which makes it not work on mobile or low end GPUs. The biggest challenge of this workflow is not the lightmap itself, but the fact that it should be easy to use (which is Godot's #1 design priority). The smaller this value, the bigger the lightmaps will be.

Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

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
article thumbnail

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: Enable mipmaps in cubemap roughness shader ( GH-68511 ). Rendering: Properly set TIME shader uniform when rendering shadows ( GH-68574 ).

Beta 84
article thumbnail

Project Structure - Guide to Cocos Cyberpunk Source Code

Cocos

You can access the help menu by pressing ESC key (or clicking on the settings button if you’re playing it on a mobile device). 2、LightFX The lightmaps generated by the Lightmap Baking System will be automatically stored in this folder, and there is no need to manually modify the contents inside it.

Code 52
article thumbnail

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: Enable mipmaps in cubemap roughness shader ( GH-68511 ). Rendering: Properly set TIME shader uniform when rendering shadows ( GH-68574 ).

Beta 40
article thumbnail

Godot's new renderer, progress report #3

Mircosoft Game Dev

Implement Particle Shaders, with support for: Sorting, Collision and Soft Particles. It works by implementing voxel cone tracing in a way that is friendlier with low end GPUs and high end mobile. Implement the new version of the Godot SVO-based Light Baker. Implement post process effects: DOF Blur, Bloom and Tone Mapping.

Render 52