Remove Baking Remove Shaders Remove Texture Remove Tile
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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. This also enables random access to the compressed data at tile granularity.

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Little Racer – 3D Art

The Knights of Unity

Almost every 3D asset is painted using only one atlas texture. As I mentioned before – almost every 3D object uses the same atlas texture. We created 4 UV sets of each car and wrote a shader that swaps them. Every part must be set accordingly to the tiles, that size is 30x30x10.

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Dev snapshot: Godot 3.4 beta 6

Mircosoft Game Dev

CSG: CSGPolygon fixes and features: Angle simplification, UV tiling distance, interval type ( GH-52509 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ). Shaders: Add support for structs and fragment-to-light varyings ( GH-48075 ). GLES3: Allow repeat flag in viewport textures ( GH-34008 ).

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Release candidate: Godot 3.4 RC 1

Mircosoft Game Dev

CSG: CSGPolygon fixes and features: Angle simplification, UV tiling distance, interval type ( GH-52509 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ). Shaders: Add support for structs and fragment-to-light varyings ( GH-48075 ). GLES3: Allow repeat flag in viewport textures ( GH-34008 ).

Mesh 52
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Release candidate: Godot 3.4 RC 3

Mircosoft Game Dev

CSG: CSGPolygon fixes and features: Angle simplification, UV tiling distance, interval type ( GH-52509 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ). Shaders: Add support for structs and fragment-to-light varyings ( GH-48075 ). GLES3: Allow repeat flag in viewport textures ( GH-34008 ).

Mesh 52
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Release candidate: Godot 3.4 RC 2

Mircosoft Game Dev

CSG: CSGPolygon fixes and features: Angle simplification, UV tiling distance, interval type ( GH-52509 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ). Shaders: Add support for structs and fragment-to-light varyings ( GH-48075 ). GLES3: Allow repeat flag in viewport textures ( GH-34008 ).

Mesh 52
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Godot 3.0 is out and ready for the big leagues

Mircosoft Game Dev

Materials and shaders. Auto-tiling in tile maps. 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.

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