Remove Alpha Remove Culling Remove Game Engine Remove Render
article thumbnail

Dev snapshot: Godot 4.0 beta 11

Mircosoft Game Dev

The illustration picture for this article is from The Mirror , an upcoming all-in-one game and game development platform currently in Closed Alpha. since early alpha releases; follow them on Twitter for updates. Editor: Bring back the renderer options button on the main editor ( GH-70500 ). What's new.

Beta 105
article thumbnail

Dev snapshot: Godot 4.0 beta 11

Mircosoft Game Dev

The illustration picture for this article is from The Mirror , an upcoming all-in-one game and game development platform currently in Closed Alpha. since early alpha releases; follow them on Twitter for updates. Editor: Bring back the renderer options button on the main editor ( GH-70500 ). What’s new.

Beta 81
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

Dev snapshot: Godot 3.5 beta 2

Mircosoft Game Dev

alpha builds and maintenance releases for the stable branch ( 3.4.3 , 3.4.4 This can lead to a problem, when the movement of objects (which tends to occur on physics ticks) does not line up with the rendered frames, giving unsightly jitter. Anything behind the polygon will be culled from view. It's already been 2 months since 3.5

Beta 52
article thumbnail

Dev snapshot: Godot 3.5 beta 4

Mircosoft Game Dev

alpha builds , we're trying to release 3.5 This can lead to a problem, when the movement of objects (which tends to occur on physics ticks) does not line up with the rendered frames, giving unsightly jitter. In order to benefit you should be moving your objects and running your game logic in _physics_process(). Like with 4.0

Beta 52
article thumbnail

Dev snapshot: Godot 3.5 beta 3

Mircosoft Game Dev

alpha builds , we're trying to release 3.5 This can lead to a problem, when the movement of objects (which tends to occur on physics ticks) does not line up with the rendered frames, giving unsightly jitter. In order to benefit you should be moving your objects and running your game logic in _physics_process(). Like with 4.0

Beta 52
article thumbnail

Dev snapshot: Godot 3.5 beta 5

Mircosoft Game Dev

alpha builds , we're trying to release 3.5 This can lead to a problem, when the movement of objects (which tends to occur on physics ticks) does not line up with the rendered frames, giving unsightly jitter. In order to benefit you should be moving your objects and running your game logic in _physics_process(). Like with 4.0

Beta 52
article thumbnail

Dev snapshot: Godot 4.0 beta 5

Mircosoft Game Dev

Rendering: A ton of fixes for all rendering backends, and missing features implemented for the OpenGL3 one. GUI: Add a Font import option to pre-render all glyphs required for the translation ( GH-68448 ). Physics: Implement adjusting the maximum number of physics steps per rendered frame ( GH-65836 ).

Beta 92