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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.

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

Nvidia

At GDC 2023, NVIDIA released new tools that make real-time path tracing more accessible to developers while accelerating the creation of ultra-realistic game. At GDC 2023 , NVIDIA released new tools that make real-time path tracing more accessible to developers while accelerating the creation of ultra-realistic game worlds.

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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. In this post I’m going to explain to you how to use render textures in your game. For shaders, I used Amplify Shader Editor to add some visual effects on top of the render texture. Then the texture is plugged into the created shader.

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Godot 4.0 optimization progress report

Mircosoft Game Dev

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. Re-written most shaders to reduce VGPR usage, thus improve occupancy. A set of benchmarks was created at : [link].

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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].

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Godot 3.0 progress report #6

Mircosoft Game Dev

It even runs games flawlessly on mobile web! 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. We will be releasing an alpha build soon for everyone to start playing with them and finding bugs.

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Optimize Vegetation Generation

Mnenad

Mainly I focused on generating grass that bends in the wind and some fern like plants, but what comes next is usable for all kind of meshes. Static batching : combines static (not moving) GameObjects into big Meshes, and renders them in a faster way.   In my case I had terrible FPS with just some thousand mesh instances.

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