Remove Alpha Remove Graphics Remove Localization Remove Shaders
article thumbnail

GLES2 and GDNative, progress report #5

Mircosoft Game Dev

A skeleton in computer graphics is usually a tree-structure of bones, where each bone is either a root bone without a parent, or it has a parent. The actual deformation usually happens in the vertex shader , where the bone transforms get looked up from a texture. (In added TIME uniform to all "scriptable" shaders.

Shaders 52
article thumbnail

Vulkan progress report #7

Mircosoft Game Dev

It feels great to be back to doing graphics programming after two months refactoring the core engine. Additionally, GLSL shaders (not Godot shaders, real GLSL 4.50+Vulkan It can't be edited in-engine, but it supports shader variants using a custom syntax. Alpha is still some months away, but it's getting closer every day!

Render 52
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

GLES2 and GDNative, progress report #6

Mircosoft Game Dev

To implement these different behaviors we could do some complex operations per pixel and possibly index pixels of the skymap and surrounding objects multiple times , but because graphic programmers are very empathic creatures we don't want the PC to do more work than necessary to achieve a believable effect. This is done here in the code.

Pixel 52
article thumbnail

Fog Volumes arrive in Godot 4.0

Mircosoft Game Dev

alpha 1 and later. These allow users to dynamically place fog and control complex fog effects with shaders. For example, here is a view of Crytek's popular Sponza scene (well, popular among graphics developers). Perhaps the most exciting part about FogVolumes is the introduction of the fog shader type. Volumetric fog.

Shaders 52
article thumbnail

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