Remove Alpha Remove Culling Remove Polygon Remove Shaders
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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 and included in this beta are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). A long awaited solution to shader compilation stuttering on OpenGL, courtesy Pedro J. Anything behind the polygon will be culled from view.

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 and included in this beta are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). A long awaited solution to shader compilation stuttering on OpenGL, courtesy Pedro J. You can move the polygon with the node transform, drag the corners to reshape it, add delete points.

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 and included in this beta are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). A long awaited solution to shader compilation stuttering on OpenGL, courtesy Pedro J. You can move the polygon with the node transform, drag the corners to reshape it, add delete points.

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 and included in this beta are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). A long awaited solution to shader compilation stuttering on OpenGL, courtesy Pedro J. You can move the polygon with the node transform, drag the corners to reshape it, add delete points.

Beta 52
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Optimize Vegetation Generation

Mnenad

  Nevertheless, I also spent some money on the Advanced Foliage Shaders v.5. Simply to get rid of the annoying fact of not being able to handle the grass geometry shader I wrote about in the last post , due to my poor CG programming knowledge. I just toggled the “Baked Pivots” option in the shader to ON.

Mesh 52
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Godot 3.0 is out and ready for the big leagues

Mircosoft Game Dev

Materials and shaders. Materials and shaders. makes up for it by providing an extremely powerful default material (which supports detail textures, triplanar mapping and other nice features) and an extremely easy-to-use shader language. writing shaders is very easy! Full principled BSDF. Global illumination (GI).

Render 52
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Godot's new renderer, progress report #2

Mircosoft Game Dev

Implement Particle Shaders, with support for: Sorting, Collision and Soft Particles. Improve Culling: Portals (rewrite as polygon-based) and Rooms. Mid-Processing is the effects that are applied in the middle of rendering, before alpha pass and post-processing. TODO for Milestone #3 (December 2016).

Render 52