Remove Alpha Remove Engine Remove Mesh Remove Shaders
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Dev snapshot: Godot 4.0 alpha 15

Mircosoft Game Dev

While this process is ongoing, we'll keep releasing alpha builds so here's 4.0 This alpha doesn't include official builds with.NET 6 support yet, as we still have more work to do to enable this. For users of previous alphas, we don't always have compatibility code to ease transition. alpha builds.

Alpha 52
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Ultra-Realism Made Accessible with NVIDIA AI and Path Tracing Technologies

Nvidia

In addition, Epic Games announced the DLSS Frame Generation plugin coming to Unreal Engine in its next release. NVIDIA DLSS 3 introduces truly impressive frame generation technology and the Unreal Engine 5.2 Opacity Micro-Map (OMM) for improving RT performance in scenes with heavy alpha effects. OMM SDK 1.0

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Godot 4.0 optimization progress report

Mircosoft Game Dev

are done, I have spent the past two months optimizing the rendering engine, both on the CPU and GPU side. Instancing is used to render similar objects (mesh, material and misc settings), reducing the pressure over the rendering API. There are special versions of meshes to render when doing shadow maps or depth pre-pass.

Culling 52
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Practical Use of Render Textures

The Knights of Unity

Unity Engine introduces an awesome tools to empower your game development process. For shaders, I used Amplify Shader Editor to add some visual effects on top of the render texture. Then I’ve put the recorded render texture to a Standard Shader. And the outcome of the shader looks like this: And that’s it.

Texture 52
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Dev snapshot: Godot 4.0 beta 11

Mircosoft Game Dev

Over the course of the last four months the engine has seen many changes, making it more stable and feature complete, and it's getting very close to the state that we would be happy with. More engine enums are now bound with BitField, making their usage more type-safe, especially in C# ( GH-71037 , GH-71045 , GH-71116 ). beta releases.

Beta 105
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Maintenance release: Godot 3.4.4

Mircosoft Game Dev

In parallel to our work on the upcoming feature releases Godot 3.5 ( with a second beta ) and 4.0 ( now at alpha 4! ), we backport important fixes to the stable 3.4 Rendering: GLES2: Fix VersionKey comparison in shader binding ( GH-58855 ). Rendering: GLES3: Fix shader state caching when blend shapes used ( GH-58808 ) [regression fix].

Render 52
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Godot 3.0 progress report #6

Mircosoft Game Dev

Optimize any part of your game by rewriting it transparently in C++, or any language that can compiled to native code for the target platform, wihout recompiling the engine or templates. While we offer a default particles material (which is very powerful and customizable), it is possible to write your own particle logic entirely in a shader.

Mesh 52