Remove Baking Remove Editing Remove Scripting Remove Writing
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GSoC 2022 - Progress report #1

Mircosoft Game Dev

Like in previous years, Godot is participating again in the Google Summer of Code program for its 2022 edition. We asked them to write a progress report to present what they're working on and the current status. Project: Allow undocking the Script editor and the Shader editor. Student: trollodel. PR: #62378. Introduction.

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Project Structure - Guide to Cocos Cyberpunk Source Code

Cocos

In my previous post, I mentioned that I would be write a series of articles on Cocos Cyberpunk. 2、LightFX The lightmaps generated by the Lightmap Baking System will be automatically stored in this folder, and there is no need to manually modify the contents inside it. 7、scripts Store all of the gameplay scripts.

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A day in the life of a narrative designer

Game Global

You should concentrate on building up your writing portfolio and getting regular game writing work. They’re related, but the difference is this: A game writer’s primary responsibility is to promote the story that the game tells through the scripts they write. Creative writing. Technical writing.

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SheepIT - free render farm for Blender

DameDev.tv

SheepIT statistic on 2022-08-30 As you can see from the screenshot above, at the time I'm writing this, there are 584 clients connected that are rendering 491 frames at the same time. As an example, right now as I'm writing this article I run SheepIt client and it earns points that I will be able to use later for my own projects.

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

Mircosoft Game Dev

Improved Inspector sub-resource editing. It was reusing parts of the code for baking GIProbes, and that made it quick but not great in terms of quality. was still far away, so we tasked Joan Fons ( jfons ), as part of the GSoC program, to write a new CPU lightmapper for Godot 3.x. Improved Inspector sub-resource editing.

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How to Use Unity Cinemachine Virtual Cameras

Game Designing

Before Unity Cinemachine, camera movement needed to be directly keyframed or, using code, had to be carefully scripted. When using Cinemachine, you don’t need to know how to write code, though coding is still essential for some components, such as scripting how a user zooms using a mouse wheel, for example.

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Fill in the blank in the class reference

Mircosoft Game Dev

(You can get a nice overview for yourself using bojidar_bg's awesome script in doc/tools/doc_status.py ). Basically the workflow is to fork and clone Godot's source repository, edit the doc/base/classes.xml file and make a pull request for your changes. light baking, networking, plugins, pathfinding, etc.). How to help?

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