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New improvements for GPUParticles in Godot 4.0

Mircosoft Game Dev

GPUParticles : Processes particles on GPU, allows very large amount of particles at little cost, and with ability to write custom particle shaders. Allows collisions against the physics world. They are dynamic and can be moved around in real-time, colliding with any particle system which matches the cull mask. Less flexible.

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

Mircosoft Game Dev

Physics: Many fixes to one-way collisions. Fixes to KinematicBody collisions. Cylinder collision shape for GodotPhysics. was still far away, so we tasked Joan Fons ( jfons ), as part of the GSoC program, to write a new CPU lightmapper for Godot 3.x. Various light culling fixes. Many fixes to one-way collisions.

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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. Core: Fixed false positives in the culling system ( GH-37863 ). Physics: Test collision mask before creating constraint pair in Godot physics broadphase 2D and 3D ( GH-39399 ). Porting existing 3.2

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Godot 3.4 is released with major features and UX polish

Mircosoft Game Dev

Rendering: Portal occlusion culling. Revamped collision layer grid in the inspector. Portal occlusion culling. Up till now a significant missing feature in the renderer has been the ability to cull (prevent rendering) objects that are within the camera view, but occluded by another object (for instance a wall).

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Dev snapshot: Godot 3.4 beta 6

Mircosoft Game Dev

Physics: Improved logic for KinematicBody collision recovery depth ( GH-53451 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Core: Fix read/write issues with NaN and INF in VariantParser ( GH-47500 ). Editor: Fix logic for showing tilemap debug collision shapes ( GH-49075 ).

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Release candidate: Godot 3.4 RC 1

Mircosoft Game Dev

Physics: Improved logic for KinematicBody collision recovery depth ( GH-53451 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Core: Fix read/write issues with NaN and INF in VariantParser ( GH-47500 ). Editor: Fix logic for showing tilemap debug collision shapes ( GH-49075 ).

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Release candidate: Godot 3.4 RC 3

Mircosoft Game Dev

Physics: Improved logic for KinematicBody collision recovery depth ( GH-53451 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Core: Fix read/write issues with NaN and INF in VariantParser ( GH-47500 ). Editor: Fix logic for showing tilemap debug collision shapes ( GH-49075 ).

Mesh 52