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Godot 4.0 will get a new, modernized lightmapper

Mircosoft Game Dev

Lightmaps offer significant advantages over any other technique when the following requirements are met: Performance above anything else (for mobile, lightmaps are still a must-have). If these requirements are met, then lightmapping is probably the best for you. Most scenes bake in seconds instead of minutes or hours.

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Introducing the new "last minute" lightmapper

Mircosoft Game Dev

The solution to these problems is to add support for a more traditional lightmapper (pre-baked light texture). The biggest challenge of this workflow is not the lightmap itself, but the fact that it should be easy to use (which is Godot's #1 design priority). The smaller this value, the bigger the lightmaps will be.

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Joan Fons is hired to work on Godot's rendering

Mircosoft Game Dev

I'm happy to announce that, starting today, I will be working as a full-time Godot developer! release, and should make lightmaps a viable option for 3.2. Here you can see some screenshots: Comparison between no indirect lighting (top), and baked indirect lighting (bottom) in the TPS demo. This is Joan speaking. A bit about me.

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Maintenance release: Godot 3.3.2

Mircosoft Game Dev

Notably, Windows users could experience crashes when baking lightmaps. was thus subject to this crash when baking lightmaps. A few regressions made their way among the many bug fixes of 3.3.1, so here's another maintenance release to fix them. Games exported with a ZIP data package could also trigger a crash on exit.

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The Convergence of all Entertainment

Game Dev Unchained

“ It feels great to not have to sit around waiting for hours to bake lightmaps. A game developer in the last 5 years can be best described as a unrestricted nomad. Now we can get instant feedback and the art director can iterate faster than ever before.” Scott Knapp.

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

Mircosoft Game Dev

All Godot contributors are delighted to release our latest milestone today, Godot 3.3 , after more than 7 months of development! While most development focus is on our upcoming Godot 4.0 x branch to develop and publish their games today , so it's important for us to keep giving Godot 3 users an improved gamedev experience.

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Godot 4.0 gets SDF based real-time global illumination

Mircosoft Game Dev

This new technique was developed entirely in the open and implemented under our MIT license, so anyone is welcome to use it in their own engines and games. SDFGI is something akin to a dynamic real-time lightmap (but it does not requiere unwrapping, nor does it use textures). What can it do? How do you use it?