Remove Baking Remove Polygon Remove Shaders Remove Texture
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Godot 4.0 will get a new, modernized lightmapper

Mircosoft Game Dev

The new lightmapper is GPU based written mostly on Compute shaders (meaning it does most of the heavy lifting using the GPU, via Vulkan). Most scenes bake in seconds instead of minutes or hours. Efficiently packs all texture objects in the lightmap to a texture array, to avoid state or material changes during rendering.

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Release candidate: Godot 3.5 RC 7

Mircosoft Game Dev

Ignore support for S3TC texture compression on Android and iOS devices in GLES3 (already done since 3.4 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. for GLES2).

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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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Optimize Vegetation Generation

Mnenad

  Nevertheless, I also spent some money on the Advanced Foliage Shaders v.5. Simply to get rid of the annoying fact of not being able to handle the grass geometry shader I wrote about in the last post , due to my poor CG programming knowledge. I just toggled the “Baked Pivots” option in the shader to ON.

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Godot 3.5: Can't stop won't stop

Mircosoft Game Dev

The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Asynchronous shader compilation + caching (ubershader). A long awaited improvement to reduce shader compilation stuttering on OpenGL is coming to Godot 3.5, courtesy of Pedro J.

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Godot's new renderer, progress report #3

Mircosoft Game Dev

Implement Particle Shaders, with support for: Sorting, Collision and Soft Particles. Improve Culling: Portals (rewrite as polygon-based) and Rooms. It must be pre-baked for dynamic scenario geometry, but it offers support for full dynamic lights and dynamic objects. TODO for Milestone #4 (January 2017). Implement Decals.

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Godot 3.0 is out and ready for the big leagues

Mircosoft Game Dev

Materials and shaders. Just set up the probe bounds and do a fast pre-bake of static objects. Still, this workflow is easy and efficient as 3D objects get a second set of UVs generated on import, and baking works with instantiated meshes, scenes and even GridMaps. Materials and shaders. writing shaders is very easy!

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