Remove Alpha Remove Clipping Remove Code Remove Render
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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 ). Rendering: Add OpenGL timer queries to OpenGL3 backend ( GH-67032 ).

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. On line 1 have the Shader declaration.

Shaders 90
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Optimize Vegetation Generation

Mnenad

Static batching : combines static (not moving) GameObjects into big Meshes, and renders them in a faster way.     Side note: Watch the clip in this link if you’re not familiar or just interested in understanding the difference between CPU and GPU. And it has just twelve vertices.

Mesh 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

The main one was performance due to every light being rendered in a separate draw pass. 2D Masking / Clipping. branch, this will be doable in a much easier way, thanks to the "clip children" property in the visibility section. The regular CanvasOccluders have a new option to enable them for SDF rendering.

Engine 54