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Dev snapshot: Godot 4.0 alpha 5

Mircosoft Game Dev

We're continuing on our fortnightly release schedule for alpha snapshots of Godot 4.0 - this time with 4.0 See past alpha releases for details ( alpha 1 , 2 , 3 , 4 ). Be aware that during the alpha stage the engine is still not feature-complete or stable. alpha builds. Known issues. Bug reports.

Alpha 52
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Dev snapshot: Godot 4.0 alpha 4

Mircosoft Game Dev

We're continuing on our fortnightly release schedule for alpha snapshots of Godot 4.0 - this time with 4.0 See past alpha releases for details ( alpha 1 , alpha 2 , alpha 3 ). Be aware that during the alpha stage the engine is still not feature-complete or stable. alpha builds. Known issues.

Alpha 52
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GeoGen – Procedural Terrain and Planet Generator

Game From Scratch

GameFromScratch.com GeoGen – Procedural Terrain and Planet Generator Today we are checking out GeoGen, an application for generating terrain/landscapes as well as planets procedurally, from JangaFX, the creators of EmberGen and the free Game Texture Viewer.

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Dev snapshot: Godot 4.0 alpha 2

Mircosoft Game Dev

alpha 1 ― the first official alpha build of our upcoming major milestone, enabling all interested users to try it out and report bugs, as well as provide feedback on the new features. branch, we're going to release new alpha builds every other week, so that testers can always have a recent version to test the latest changes.

Alpha 52
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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 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.

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How to get an array of pixel colors from an image?

Cocos

daisyH: o *= vec4(1, 1, 1, alpha); Thanks. Now I understand that this o *= vec4(1, 1, 1, alpha); is rgba. But I don’t understand whether these are rgba textures or just rgba colors that are superimposed on top of the texture. I tried to display in the picture the movement pattern of drawing the appearance of pixels.

Pixel 52
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Use 3d model as base object of particle system?

Cocos

Hi, I’m trying to use a simple 3d model (with a cube-mesh & material of effect “bultin-standard”) as basic object to be emitted in particleSystem My approach was to set “Render>RenderMode” to “Mesh” and fill the “Mesh” & “CPU Material” as I wanted The problem is the material won’t let me replace it if new material doesn’t use effect as (..)

Mesh 52