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Dev snapshot: Godot 4.0 beta 3

Mircosoft Game Dev

Buildsystem: Unify tools / target build type configuration ( GH-66242 ). This doesn’t affect most users directly, but for anyone compiling Godot from source, we’ve refactored the way we define what to build. Buildsystem: Add serve and run SCons targets to test Web editor builds ( GH-64886 , GH-67325 ). Requires.NET SDK 6.0

Beta 52
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Dev snapshot: Godot 4.0 beta 3

Mircosoft Game Dev

Buildsystem: Unify tools / target build type configuration ( GH-66242 ). This doesn't affect most users directly, but for anyone compiling Godot from source, we've refactored the way we define what to build. Buildsystem: Add serve and run SCons targets to test Web editor builds ( GH-64886 , GH-67325 ). Requires.NET SDK 6.0

Beta 52
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Optimize Vegetation Generation

Mnenad

Since the last post I’ve been working on the terrain’s vegetation. First off: I learned a lot about Unity’s build in batching system. The foliage shader has an alpha cutout value and uses a texture + culling set to off (it is visible from both sides of the planes). Draw call batching.

Mesh 52
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Why does Godot use Servers and RIDs?

Mircosoft Game Dev

Rendering, while mostly a sequential process (GPUs are sequential), can be parallelized in a few places, like frustum culling and (in modern APIs such as Vulkan, Metal or DirectX12) creation of command lists. generating terrain), because each thread can create content, then register it via a single channel. How is this achieved?

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

Mircosoft Game Dev

So as not to impose the additional dependency on the Mono SDK to users of other scripting languages such as GDScript or VisualScript, the C# support comes in a separate build of Godot (labeled the "mono" build). This new implementation is based on Tiled Editor 's Terrains and is fully compatible with previous TileSets.

Render 52