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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. Between biweekly 4.0

Beta 52
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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. You can move the polygon with the node transform, drag the corners to reshape it, add delete points. Like with 4.0

Beta 52
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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. You can move the polygon with the node transform, drag the corners to reshape it, add delete points. Like with 4.0

Beta 52
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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. You can move the polygon with the node transform, drag the corners to reshape it, add delete points. Like with 4.0

Beta 52
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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.     Some very basic tips: Rather be sure how much polygons you need before-hands and keep it as low as possible. The polygon reduction object from Cinema4D does not reduce the polygon count effectively.

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Godot's new renderer, progress report #2

Mircosoft Game Dev

It's been a month since the first progress report , and progress continues towards the new Godot renderer. Little by little every system falls into place, and rendering starts feeling a lot more mature. Improve Culling: Portals (rewrite as polygon-based) and Rooms. Add Layered/Stencil rendering. Introduction.

Render 52
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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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