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

Mircosoft Game Dev

macOS: ARM64 build, code signing. Fabio Alessandrelli ( Faless ) has done a lot of work to enable running the Godot editor on the Web, using the same export code as for Godot-made games (since the Godot editor is developed 100% with the Godot API). macOS: ARM64 build, code signing. Platforms: Godot editor on the Web!

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Maintenance release: Godot 3.2.2

Mircosoft Game Dev

The Android plugin documentation has been updated with instructions on how to write plugins for this new system. when running in the editor, or exporting a debug build) will properly handle such situations and, when using the debugger, provide a clear error message so that the user code can be adapted to prevent the issue.

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Godot 3.4 is released with major features and UX polish

Mircosoft Game Dev

Rendering: Portal occlusion culling. To simplify some of the most common constructs in input handling code for character movement, Aaron Franke ( aaronfranke ) added two new helper methods : Input.get_axis() and Input.get_vector(). Portal occlusion culling. Core: Promote object validity checks to release builds. normalized().

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Best Practices for Using NVIDIA RTX Ray Tracing (Updated)

Nvidia

It can be directly in the AS build calls or in some related task like the culling of the objects. Cull instances for TLAS. Instead, cull instances depending on the situation. For example, consider culling based on an expanded camera frustum. Consider writing a safe default value to unused payload fields.

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Release candidate: Godot 3.4 RC 3

Mircosoft Game Dev

Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Android: Implement per-pixel transparency ( GH-51935 ). Core: Fix read/write issues with NaN and INF in VariantParser ( GH-47500 ). GDScript: Ignore property groups and categories in GDScript code completion ( GH-54272 ).

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Release candidate: Godot 3.4 RC 2

Mircosoft Game Dev

Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Android: Implement per-pixel transparency ( GH-51935 ). Core: Fix read/write issues with NaN and INF in VariantParser ( GH-47500 ). GDScript: Ignore property groups and categories in GDScript code completion ( GH-54272 ).

Mesh 52
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Dev snapshot: Godot 3.4 beta 6

Mircosoft Game Dev

Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Android: Implement per-pixel transparency ( GH-51935 ). Core: Fix read/write issues with NaN and INF in VariantParser ( GH-47500 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). In-depth documentation is available.

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