Remove Lightmap Remove Mobile Remove Writing
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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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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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Project Structure - Guide to Cocos Cyberpunk Source Code

Cocos

In my previous post, I mentioned that I would be write a series of articles on Cocos Cyberpunk. 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). Hey everyone, Kylin here! So let’s kick off with the project’s structure and delve deeper into it.

Code 52
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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. For low-end systems or mobile devices, we provide a more classical lightmapping workflow. writing shaders is very easy!

Render 52
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Godot 3.3 has arrived, with a focus on optimization and reliability

Mircosoft Game Dev

was still far away, so we tasked Joan Fons ( jfons ), as part of the GSoC program, to write a new CPU lightmapper for Godot 3.x. The biggest difference with the old lightmapper is that the new one features proper path tracing, which results in better looking lightmaps. Back in summer 2019 we already knew Godot 4.0

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Godot 3.1 is out, improving usability and features

Mircosoft Game Dev

This seemed like a great idea at the beginning, but ended up giving us many problems, such as: Bad performance on old mobile/desktop hardware which wasn't designed for the more modern rendering techniques being used. Incompatibility with older mobile devices which do not support OpenGL ES 3.0. On mobile, as OpenGL ES 3.0

Feature 52
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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. You can even create complex dynamic effects by writing custom shaders that operate on FogVolume nodes. We hope the new analyzers will help users avoid common pitfalls and write better code. Of course, the 4.0 GDExtension.

Beta 52