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Dev snapshot: Godot 4.0 beta 4

Mircosoft Game Dev

You can check out a demo on itch.io , and follow Bram on YouTube and Twitter for updates and free video tutorials. Editor: Make texture preview filter setting content aware ( GH-67426 ). Rendering: Improve behaviour of clip_children by clipping to parent alpha value but still retaining parent color ( GH-67043 ). What's new.

Beta 52
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The Kristala Dev Blog - Issue #32

Astral Clock Tower Studios

With the updated armor sets handed off to our 3D modelers, James then whipped up a few fresh concepts for some of the remaining items in the Kristala demo that needed to be replaced with newer models, including: Keys to unlock various gates and doors. Welcome signage for The Dalamase, the level featured in our demo.

Dev 52
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The Kristala Dev Blog - Issue #26

Astral Clock Tower Studios

In the Kristala demo, you'll play as the chosen warrior from the nature-loving Nisarga clan. This month, Cass was able to fully texture all three sets of Jhacanda tree houses and officially cross this ongoing task off his to-do list. We're looking forward to seeing how Cass textures this beast of a model once he's done crafting it.

Dev 52
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Dev snapshot: Godot 4.0 beta 4

Mircosoft Game Dev

You can check out a demo on itch.io , and follow Bram on YouTube and Twitter for updates and free video tutorials. Editor: Make texture preview filter setting content aware ( GH-67426 ). Rendering: Improve behaviour of clip_children by clipping to parent alpha value but still retaining parent color ( GH-67043 ). What’s new.

Beta 40
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Optimize Vegetation Generation

Mnenad

  Side note: Watch the clip in this link if you’re not familiar or just interested in understanding the difference between CPU and GPU. 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. That’s it. When

Mesh 52
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The Kristala Dev Blog - Issue #28

Astral Clock Tower Studios

We really loved how the demo was looking at the end of 2020, but we thought it embodied a bit more whimsy than it did darkness, so we've officially embarked on a complete overhaul of the entire demo level, including character models, level design, environments, and more. Are you ready to get dark, dear friends? Concept Art.

Dev 52
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GLES2 and GDNative, progress report #2

Mircosoft Game Dev

Apart from that, the month was mostly spent on implementing more 2D items in the renderer as well as working on getting custom shaders running. add simple C++ GDNative demo. start work on shader compiler. implement more shader features. implement more shader features. add simple C++ GDNative demo.

Shaders 52