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

Mircosoft Game Dev

Web editor running the "Ninja Adventure" demo from the eponymous CC0 asset pack by Pixel-Boy and AAA. It was reusing parts of the code for baking GIProbes, and that made it quick but not great in terms of quality. Various light culling fixes. New CPU lightmapper. The lightmapper in the previous 3.x For Godot 4.0,

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Release candidate: Godot 3.2.4 RC 4

Mircosoft Game Dev

New option to snap 2D transforms to whole coordinates , helps prevent jitter on pixel art camera motions. Rendering: Disable lights for objects with baked lighting ( GH-41629 ). Rendering: Add option for snapping 2D transforms to whole coordinates, for pixel art motion ( GH-43554 ). Rewritten and greatly improved FBX importer.

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Dev snapshot: Godot 3.4 beta 6

Mircosoft Game Dev

Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Android: Implement per-pixel transparency ( GH-51935 ). Lightmapper: Add an editor setting to configure number of threads for lightmap baking ( GH-52952 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ).

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Release candidate: Godot 3.4 RC 1

Mircosoft Game Dev

Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Android: Implement per-pixel transparency ( GH-51935 ). Lightmapper: Add an editor setting to configure number of threads for lightmap baking ( GH-52952 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ).

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Release candidate: Godot 3.4 RC 3

Mircosoft Game Dev

Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Android: Implement per-pixel transparency ( GH-51935 ). Lightmapper: Add an editor setting to configure number of threads for lightmap baking ( GH-52952 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ).

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Release candidate: Godot 3.4 RC 2

Mircosoft Game Dev

Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Android: Implement per-pixel transparency ( GH-51935 ). Lightmapper: Add an editor setting to configure number of threads for lightmap baking ( GH-52952 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ).

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Godot 3's renderer design explained

Mircosoft Game Dev

On objects that provide their own baked AO, this value is harcoded to 0, to avoid SSAO from interfering with them. This allows beautiful mixing between baked and real-time. Godot uses a very correct raymatching approach for this, using Bresenham to draw lines and not process redundant pixels. Perform Subsurface Scattering.

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