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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

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. Cornell box test using baked indirect lighting. 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. 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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NVIDIA RTX, Unreal Engine 5 Define Future of Game Development and Content Creation

Nvidia

Nanite intelligently streams and processes only the detail you can perceive, largely removing poly count and draw call constraints, and eliminating time-consuming work like baking details to normal maps and manually authoring levels of detail. This allows users to focus less on tedious tasks and more on creativity.

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Essential Ray Tracing SDKs for Game and Professional Development

Nvidia

Traditionally, most lighting is baked offline, computing just a handful of “hero” dynamic lights at runtime. RTX Global Illumination (RTXGI) RTXGI provides developers with a scalable solution for multi-bounce indirect lighting without light leakage, time-intensive offline lightmap baking, or expensive per-frame costs.

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Project Structure - Guide to Cocos Cyberpunk Source Code

Cocos

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. 5、scene The cube textures produced by the Reflection Probe baking system will be automatically saved in a folder specific to each scene.

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