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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). Easy to use.

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NVIDIA RTX, Unreal Engine 5 Define Future of Game Development and Content Creation

Nvidia

Nanite enables film-quality source art consisting of millions or billions of polygons to be directly imported into Unreal Engine — all while maintaining a real-time frame rate and without sacrificing fidelity.

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Godot's new renderer, progress report #3

Mircosoft Game Dev

Improve Culling: Portals (rewrite as polygon-based) and Rooms. Implement post process effects: DOF Blur, Bloom and Tone Mapping. TODO for Milestone #4 (January 2017). Implement Particle Shaders, with support for: Sorting, Collision and Soft Particles. Add Clustered lighting (before this all is forward). Add Layered/Stencil rendering.

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Maintenance release: Godot 3.0.1

Mircosoft Game Dev

The lightmap baker will now use all available cores on Windows like it does on macOS and Linux. TextureProgress causes a bad polygon error when the progress percentage is between 62 and 99. Fixed issues. Here are some of the more visible bugs fixed in this release. See the full changelog for details. This will be fixed for 3.0.2.

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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. Both indirect light and voxel reflections are provided by this technique. It's also very easy to use. Improved flat style box.

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