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Godot 4.0 will get a new, modernized lightmapper

Mircosoft Game Dev

Most scenes bake in seconds instead of minutes or hours. branch uses state of the art algorithms to ensure the maximum possible quality: Bakes geometry to lightmap coordinates using the actual rendering code, so any existing shader or material works. Allows baking dynamic and static lights. Features of the new Godot 4.0

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NVIDIA RTX, Unreal Engine 5 Define Future of Game Development and Content Creation

Nvidia

Today, Unreal Engine 5 (UE5) is available in Early Access, delivering the next-generation engine from Epic Games that will further propel the industry forward. Enabling this vision were RTX GPUs with dedicated cores for ray tracing and AI, as well as new hardware capabilities for increased geometric detail and texture streaming.

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Maintenance release: Godot 3.3.2

Mircosoft Game Dev

Notably, Windows users could experience crashes when baking lightmaps. Games exported with a ZIP data package could also trigger a crash on exit. Additionally, this release includes a number of non-regression bug fixes to various areas of the engine. was thus subject to this crash when baking lightmaps.

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Dev snapshot: Godot 4.0 beta 12

Mircosoft Game Dev

Navigation: Fix for navmesh baking when parsing StaticBody colliders ( GH-70904 ). Rendering: Fix multiple issues that make the normal roughness texture unusable ( GH-71130 ). Import: Add vertex color support to OBJ importer ( GH-71033 ). Navigation: Add NavigationServer performance monitor ( GH-70731 ).

Beta 110
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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?

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Accelerating Load Times for DirectX Games and Apps with GDeflate for DirectStorage

Nvidia

To show the benefits of GDeflate, we measured system performance without compression, with standard CPU-side decompression, and with GPU-accelerated GDeflate decompression on a representative game-focused dataset, containing texture and geometry data. GDeflate is available as a standard GPU decompression option in DirectStorage 1.1—a

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Dev snapshot: Godot 4.0 beta 12

Mircosoft Game Dev

Navigation: Fix for navmesh baking when parsing StaticBody colliders ( GH-70904 ). Rendering: Fix multiple issues that make the normal roughness texture unusable ( GH-71130 ). Import: Add vertex color support to OBJ importer ( GH-71033 ). Navigation: Add NavigationServer performance monitor ( GH-70731 ).

Beta 85