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Introducing the Godot glTF 2.0 scene exporter

Mircosoft Game Dev

We hope that this makes our lives better with asset pipelines for 3D. For example, VRM allows cel-shaded characters with custom hair, clothing and collisions. From @HugoLocurcio 's Godot Reflection demo. Animation skinning and blend shapes are using compute shaders. as THE standard asset exchange format for game engines.

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The Kristala Dev Blog - Issue #32

Astral Clock Tower Studios

With the updated armor sets handed off to our 3D modelers, James then whipped up a few fresh concepts for some of the remaining items in the Kristala demo that needed to be replaced with newer models, including: Keys to unlock various gates and doors. Welcome signage for The Dalamase, the level featured in our demo. 3D Modeling.

Dev 52
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Godot 3.3 has arrived, with a focus on optimization and reliability

Mircosoft Game Dev

Physics: Many fixes to one-way collisions. Fixes to KinematicBody collisions. Cylinder collision shape for GodotPhysics. Web editor running the "Ninja Adventure" demo from the eponymous CC0 asset pack by Pixel-Boy and AAA. Many fixes to one-way collisions. One-way collisions prior to Godot 3.3

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Godot 3.4 is released with major features and UX polish

Mircosoft Game Dev

Shader language features. Platforms: Android: Scoped storage, Play Asset Delivery, input responsiveness. Revamped collision layer grid in the inspector. Assets pipeline: Export 3D scenes as glTF. You can try it out in the Third Person Shooter (TPS) demo which has been updated to use the ACES Fitted tonemapper.

UX 52
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Here comes Godot 3.2, with quality as priority

Mircosoft Game Dev

Visual Shaders overhaul. 3D asset pipeline: glTF 2.0 C# version of the Dodge the Creeps demo running in Firefox. Visual Shaders overhaul. introduced a new graph-based editor to edit shaders visually, reimplemented from the previous version that was included in Godot 2.1. 3D asset pipeline: glTF 2.0

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Godot 3.0 is out and ready for the big leagues

Mircosoft Game Dev

It brings a brand new rendering engine with state-of-the-art PBR workflow for 3D, an improved assets pipeline, GDNative to load native code as plugins, C# 7.0 Materials and shaders. New asset workflow. Materials and shaders. writing shaders is very easy! has changed how the assets pipeline work. SVG support.

Render 52
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The next big step: Godot 4.0 reaches Beta

Mircosoft Game Dev

The illustration picture for this article is a screenshot of Wojtek Pe 's Forest scene demo made in Godot 4.0 You can even create complex dynamic effects by writing custom shaders that operate on FogVolume nodes. is introducing sky shaders which allow users to create dynamic skies that update in real time (including reflections).

Beta 52