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Introducing the new "last minute" lightmapper

Mircosoft Game Dev

The biggest challenge of this workflow is not the lightmap itself, but the fact that it should be easy to use (which is Godot's #1 design priority). Lightmapping is a very cheap operation, so it should run fine even on low end mobile. First of all, you need to make sure your meshes have an UV2 layer. How does it look?

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GLES2 and GDNative, progress report #6

Mircosoft Game Dev

Heyyy, this pretty much looks like the sky projected onto the meshes, that's better! At that point of development, the sky reflection didn't respond to the camera position, so it basically looked like the sky was painted ontop of the mesh. This is done here in the code. Seeing the code. Done May 2018. cubemap filtering.

Pixel 52
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Maintenance release: Godot 3.0.1

Mircosoft Game Dev

It is now possible to scale an.obj mesh when importing. The lightmap baker will now use all available cores on Windows like it does on macOS and Linux. Besides contributing code (if you are a programmer), you can help us a lot by becoming our patron. This is helpful for CI pipelines. This is also helpful for CI pipelines.

Beta 52
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Godot for AA/AAA game development - What's missing?

Mircosoft Game Dev

supports advanced global illumination techniques such as lightmapping (including SH lightmapping), Voxel GI (which is fully real-time) and SDFGI (which is a single click, open world GI solution). release (there is just too much new code that needs to be tested throughly). Additionally, Godot 4.0 Scene job system.

AAA 145
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GSoC 2022 - Progress report #1

Mircosoft Game Dev

Like in previous years, Godot is participating again in the Google Summer of Code program for its 2022 edition. Multi window code editors by trollodel. Multi window code editors. Undocking the code editors can be done using shortcuts and command palette too. PRs: #62075 , #62910. Project description. Student: trollodel.

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Release candidate: Godot 3.4 RC 3

Mircosoft Game Dev

GridMap: Implement individual mesh transform for MeshLibrary items ( GH-52298 ). Mesh: Implement octahedral map normal/tangent attribute compression ( GH-46800 ). Mesh: Options to clean/simplify convex hull generated from mesh ( GH-50328 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ).

Mesh 52
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Release candidate: Godot 3.4 RC 2

Mircosoft Game Dev

GridMap: Implement individual mesh transform for MeshLibrary items ( GH-52298 ). Mesh: Implement octahedral map normal/tangent attribute compression ( GH-46800 ). Mesh: Options to clean/simplify convex hull generated from mesh ( GH-50328 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ).

Mesh 52