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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. Debug output of the prototype implementation. release, and should make lightmaps a viable option for 3.2. Scene by NHodgesVFX. finish line.

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Maintenance release: Godot 3.3.2

Mircosoft Game Dev

Notably, Windows users could experience crashes when baking lightmaps. Physics: Fix crash on debug shapes update if CollisionObject is not in tree ( GH-48974 ). was thus subject to this crash when baking lightmaps. was released a month ago , and we had a first maintenance release last week with Godot 3.3.1.

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Updates to NVIDIA’s Unreal Engine 4 Branch, DLSS, and RTXGI Available Now

Nvidia

New tools New debugging tools like the BVH viewer and Ray Timing Visualization allows developers to get a handle on ray tracing cost in their scene and get it tuned for speed. NVIDIA RTX UE4.26 The new NVIDIA UE4.26 Some of these are tunable, some are automatic.

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Maintenance release: Godot 3.5.1

Mircosoft Game Dev

Navigation: Exclude disabled StaticBody collisions from NavigationMesh baking ( GH-65775 ). Navigation: Fix TileMaps placing baked NavigationPolygons with wrong offset without a Navigation2D node ( GH-66262 ) [regression fix]. Rendering: Portals: Show RayCast debug helper ( GH-65686 ).

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Dev snapshot: Godot 4.0 beta 12

Mircosoft Game Dev

Export: Fix missing "debug"/"release" export presets feature tags ( GH-71274 ). Navigation: Fix for navmesh baking when parsing StaticBody colliders ( GH-70904 ). Editor: Fix Tab key usage in EditorSpinSlider (and hence inpector) ( GH-71271 ). Import: Add vertex color support to OBJ importer ( GH-71033 ).

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New NVIDIA Updates for Unreal Engine Developers

Nvidia

UE4 plugin (Download here ) Leveraging the power of ray tracing, RTXGI provides scalable solutions to compute multi-bounce indirect lighting without bake times, light leaks, or expensive per-frame costs. RTXGI 1.1.40 As a developer, System Latency (click-to-display) can be one of the hardest metrics to optimize for. and natively supported.

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Use Custom Render Pipeline to Enhance your Game Graphics - Guide to Cocos Cyberpunk Source Code

Cocos

It includes three passes. DeferredGBufferPass DeferredLightingPass DeferredPostPass Pipeline Selection Next, let’s see how to decide which rendering pipeline to be used in Cocos Cyberpunk. Entry A class named CustomPipelineBuilder has been defined in pipeline-manager.ts , which is our main entry.

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