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Dev snapshot: Godot 4.0 beta 4

Mircosoft Game Dev

But the "1" in beta 1 means that it's only the first step of the journey, and like for the alpha phase, we're going to release new beta snapshots roughly every other week. Multiplayer: Move packet relay and peer signaling code to SceneMultiplayer ( GH-67094 ). We released Godot 4.0

Beta 52
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Dev snapshot: Godot 4.0 beta 4

Mircosoft Game Dev

But the “1” in beta 1 means that it’s only the first step of the journey, and like for the alpha phase, we’re going to release new beta snapshots roughly every other week. Multiplayer: Move packet relay and peer signaling code to SceneMultiplayer ( GH-67094 ). We released Godot 4.0

Beta 40
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Creating a See-Through | X-Ray Effect In Unity – Shader Tutorial

Awesome Tuts

If you’re a complete beginner who never coded a single game in Unity, start with the tutorial in the link below: Getting Started With Unity And C# If however, you know how to create basic games in Unity on your own, then you can follow this tutorial to implement this effect in your game. What Is a Shader?

Shaders 90
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Optimize Vegetation Generation

Mnenad

  Side note: Watch the clip in this link if you’re not familiar or just interested in understanding the difference between CPU and GPU. The foliage shader has an alpha cutout value and uses a texture + culling set to off (it is visible from both sides of the planes). And it has just twelve vertices.

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The Kristala Dev Blog - Issue #20

Astral Clock Tower Studios

If you're just tuning in, you may not have known that we unveiled a pre-alpha alpha alpha combat build of Kristala at last year's 2019 PlayNYC convention in - you guessed it - New York City! In the clips below, you can see the Dodge issues in action. Or, as the great Jeff Goldblum once said, "Life, uh.finds a way.".

Dev 52
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Making shaders more accessible

Mircosoft Game Dev

The following OpenGL code sends the sprite to the shader for drawing: OpenGL Commands. This code no longer runs in the CPU, in fact it runs on the GPU! The vertices become primitives (in this case, a triangle fan, two triangles that are drawn as a quad) and any primitive that goes beyond the -1 to +1 range is clipped.

Shaders 52
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Godot's 2D engine gets several improvements for upcoming 4.0

Mircosoft Game Dev

2D Masking / Clipping. branch, this will be doable in a much easier way, thanks to the "clip children" property in the visibility section. while(accum < max_dist) { float d = texture_sdf(at); accum+=d; if (d < 0.01) { break; } at += d * dir; } float alpha = 1.0-min(1.0,accum/max_dist);

Engine 55