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The 7 deadliest game dev sins. Are you guilty of any of them?

Awesome Tuts

Why should you build your game, spend 1 year on it, and then go back through everything you did to tweak the code and the settings to optimize it? 4 Do not, and I repeat, DO NOT use hard-coded strings. Learning how to use occlusion culling will also help you in this case. Why not do it from the very start? What does that mean?

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Dev snapshot: Godot 4.0 beta 11

Mircosoft Game Dev

Editor: Remove compatibility code for MeshInstance3D surface override material ( GH-70466 ). Physics: Bind methods related to disabling collision between joint bodies ( GH-70477 ). Physics: Implement collision impulse in Godot Physics 3D ( GH-70281 ). Editor: Improve remote tree node tooltips ( GH-70880 ).

Beta 105
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Dev snapshot: Godot 4.0 beta 11

Mircosoft Game Dev

Editor: Remove compatibility code for MeshInstance3D surface override material ( GH-70466 ). Physics: Bind methods related to disabling collision between joint bodies ( GH-70477 ). Physics: Implement collision impulse in Godot Physics 3D ( GH-70281 ). Editor: Improve remote tree node tooltips ( GH-70880 ).

Beta 81
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Godot 3.3 has arrived, with a focus on optimization and reliability

Mircosoft Game Dev

macOS: ARM64 build, code signing. Physics: Many fixes to one-way collisions. Fixes to KinematicBody collisions. Cylinder collision shape for GodotPhysics. macOS: ARM64 build, code signing. It was reusing parts of the code for baking GIProbes, and that made it quick but not great in terms of quality.

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Release candidate: Godot 3.5 RC 2

Mircosoft Game Dev

A long-standing Bullet regression has finally been fixed ( GH-56801 ), solving issues with KinematicBody collisions on edges (e.g. Following on from the addition of OccluderShapeSphere in 3.4 , lawnjelly now brings us a more adaptable and easy way to add basic occlusion culling in the form of the OccluderShapePolygon. What is it?

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Release candidate: Godot 3.5 RC 8

Mircosoft Game Dev

Following on from the addition of OccluderShapeSphere in 3.4 , lawnjelly now brings us a more adaptable and easy way to add basic occlusion culling in the form of the OccluderShapePolygon. Anything behind the polygon will be culled from view. Export: Return 0 exit code when command line export succeeds with warnings ( GH-62907 ).

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Release candidate: Godot 3.3 RC 7

Mircosoft Game Dev

Multiple fixes to one-way collisions. HTML5: Merged code for web editor prototype ( GH-42790 ). Physics: Fix multiple issues with one-way collisions ( GH-42574 ). Physics: Allow CollisionObject to show collision shape meshes ( GH-45783 ). Rendering: Various fixes to light culling ( GH-46694 ).

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