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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. Debug output of the prototype implementation. Scene by NHodgesVFX. finish line.

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

Mircosoft Game Dev

Building upon the initial prototype , we've now reached a state where we're happy to release the Web editor in sync with the native version, so you can find the latest stable version on editor.godotengine.org. It was reusing parts of the code for baking GIProbes, and that made it quick but not great in terms of quality.

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Godot 3.1 is out, improving usability and features

Mircosoft Game Dev

Use baked lightmaps instead. After several months of deliberation and prototypes, we settled on a really good approach to axis mapping , courtesy of Gilles Roudiere ( Groud ). As this back-end is intended to run on the lowest end hardware possible, shaders need to be kept very small. GIProbes of course don't work.

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How to Use Unity Cinemachine Virtual Cameras

Game Designing

As of yet, there is no distributed baking. This basically means you can only bake lightmaps using a single machine. Still, if you’re a beginner just diving into the Unity universe, it’s good to know, as is the next potential con. If this sounds like a foreign language to you, don’t worry.