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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. If a hash collision occurs then the elements will be chained in a linked-list kind of manner.

Pixel 52
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Dev snapshot: Godot 3.4 beta 6

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 ). Physics: Improved logic for KinematicBody collision recovery depth ( GH-53451 ).

Beta 52
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Release candidate: Godot 3.4 RC 1

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 ). Physics: Improved logic for KinematicBody collision recovery depth ( GH-53451 ).

Mesh 52
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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 ). Physics: Improved logic for KinematicBody collision recovery depth ( GH-53451 ).

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 ). Physics: Improved logic for KinematicBody collision recovery depth ( GH-53451 ).

Mesh 52
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Godot 3.0 is out and ready for the big leagues

Mircosoft Game Dev

The new 3D renderer is state-of-the-art, with features rarely see in game engines today, such as: Full principled BSDF. No lightmaps or anything of the sort are required, providing a very quick and efficient workflow. For low-end systems or mobile devices, we provide a more classical lightmapping workflow. within a few weeks.

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Godot 3.1 is out, improving usability and features

Mircosoft Game Dev

As always, please remember that we are a not-for-profit organization dedicated to providing the world with the best possible free and open source game technology. If you use and enjoy Godot, plan to use it, or want support the cause of having a mature, high quality free and open source game engine, then please consider becoming our patron.

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