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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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Godot's new renderer, progress report #3

Mircosoft Game Dev

It's been a month since the second progress report , and progress continues towards the new Godot renderer. Improve Culling: Portals (rewrite as polygon-based) and Rooms. Add Layered/Stencil rendering. renderer works entirely in linear space (Gamma is no longer supported). Introduction. Implement Decals. Glow Processor.

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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 3.0 is out and ready for the big leagues

Mircosoft Game Dev

It brings a brand new rendering engine with state-of-the-art PBR workflow for 3D, an improved assets pipeline, GDNative to load native code as plugins, C# 7.0 After meeting the initial goal, we hired karroffel to continue her work on GDNative (more about this below) and work on a new rendering backend. New physically based 3D renderer.

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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. renderer is finalized, we will work on stabilizing the new features and release 3.1-stable. Fixed issues. This will be fixed for 3.0.2.

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