Remove Alpha Remove Culling Remove Render Remove Texture
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Practical Use of Render Textures

The Knights of Unity

And even before an era of SRPs (Scriptable Render Pipelines), there was a good amount of solid features like today’s topic: Render textures. In this post Iā€™m going to explain to you how to use render textures in your game. using legacy rendering, but the features I used work in SRPs too.

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Godot 4.0 optimization progress report

Mircosoft Game Dev

As most of the rendering features for the upcoming Godot 4.0 are done, I have spent the past two months optimizing the rendering engine, both on the CPU and GPU side. All this work has resulted in significantly faster rendering times. A lot of the render state is now better cached, so less is done at render time.

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Full Unity 2D Game Tutorial 2019 ā€“ Making Mini Map Mask

Game Development

Finally we update the culling mask and remove the default layer by clicking on it. Full Unity 2D Game Tutorial 2019 ā€“ Mini Map Render Texture. Our Camera is still working like a normal camera, we want it to render its view to an image instead of to us the player. This will display our render texture.

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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
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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.   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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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 40
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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.

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