Remove Baking Remove Mesh Remove Scripting Remove Shaders
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Optimize Vegetation Generation

Mnenad

Mainly I focused on generating grass that bends in the wind and some fern like plants, but what comes next is usable for all kind of meshes. Batching means to combine mesh objects that share the same material or that are marked as static in the Unity inspector. In my case I had terrible FPS with just some thousand mesh instances.

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Dev snapshot: Godot 3.5 beta 1

Mircosoft Game Dev

and included in this beta are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). A long awaited solution to shader compilation stuttering on OpenGL, courtesy Pedro J. This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. back in 2020!

Beta 52
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Release candidate: Godot 3.5 RC 8

Mircosoft Game Dev

and included in this release candidate are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). A long awaited solution to shader compilation stuttering on OpenGL, courtesy Pedro J. The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime.

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Dev snapshot: Godot 4.0 beta 12

Mircosoft Game Dev

A couple fixes to the text resource loader which could impact notably reloading scripts ( GH-71170 ). OBJ mesh import now supports vertex colors as exported by Blender ( GH-71033 ). Navigation: Fix for navmesh baking when parsing StaticBody colliders ( GH-70904 ). Fix Tab key usage in the inspector ( GH-71271 ).

Beta 110
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Release candidate: Godot 3.5 RC 6

Mircosoft Game Dev

This RC 6 has a few notable changes compared to the previous build: In RC 4, async shader compilation and caching was enabled by default on desktop, but several users reported issues with it on some hardware. You can enable it in the Project Settings ( rendering/gles3/shaders/shader_compilation_mode ). Estébanez ( RandomShaper )!

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Little Racer – 3D Art

The Knights of Unity

We created 4 UV sets of each car and wrote a shader that swaps them. To solve the problem we rearranged the mesh and added some edge loops along track parts. Adjusting mesh, rig and skinning needed a couple of iterations. We needed to simplify the mesh and decrease the amount of tiny details for the sake of readability.

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Release candidate: Godot 3.5 RC 5

Mircosoft Game Dev

and included in this release candidate are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). A long awaited solution to shader compilation stuttering on OpenGL, courtesy Pedro J. The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime.

Render 52