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Joan Fons is hired to work on Godot's rendering

Mircosoft Game Dev

Here you can see some screenshots: Comparison between no indirect lighting (top), and baked indirect lighting (bottom) in the TPS demo. Cornell box test using baked indirect lighting. My first task will be integrating an occlusion culling system into the new Vulkan renderer. Debug output of the prototype implementation.

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

Mircosoft Game Dev

Building upon the initial prototype , we've now reached a state where we're happy to release the Web editor in sync with the native version, so you can find the latest stable version on editor.godotengine.org. It was reusing parts of the code for baking GIProbes, and that made it quick but not great in terms of quality.

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Release candidate: Godot 3.3 RC 7

Mircosoft Game Dev

HTML5: Merged code for web editor prototype ( GH-42790 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ). Rendering: Various fixes to light culling ( GH-46694 ). HTML5: Synchronous main, better persistence, handlers fixes, optional full screen ( GH-42266 ). Rendering: New dynamic BVH ( GH-44901 ).

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Release candidate: Godot 3.3 RC 6

Mircosoft Game Dev

HTML5: Merged code for web editor prototype ( GH-42790 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ). Rendering: Various fixes to light culling ( GH-46694 ). HTML5: Synchronous main, better persistence, handlers fixes, optional full screen ( GH-42266 ). Rendering: New dynamic BVH ( GH-44901 ).

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Release candidate: Godot 3.2.4 RC 4

Mircosoft Game Dev

HTML5: Merged code for web editor prototype ( GH-42790 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ). Rendering: Various fixes to light culling ( GH-46694 ). HTML5: Synchronous main, better persistence, handlers fixes, optional full screen ( GH-42266 ). Rendering: New dynamic BVH ( GH-44901 ).

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