article thumbnail

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. Many fixes to one-way collisions. Rendering: Unified 2D batching.

article thumbnail

Dev snapshot: Godot 3.4 beta 6

Mircosoft Game Dev

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

Beta 52
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

Release candidate: Godot 3.4 RC 1

Mircosoft Game Dev

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

Mesh 52
article thumbnail

The next big step: Godot 4.0 reaches Beta

Mircosoft Game Dev

Last but not least, lightmaps baking is now done using the GPU to speed up the process significantly. You can even create complex dynamic effects by writing custom shaders that operate on FogVolume nodes. Those now come with support for attractors, collision , trails , sub-emitters and manual emission.

Beta 52
article thumbnail

Release candidate: Godot 3.4 RC 3

Mircosoft Game Dev

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

Mesh 52
article thumbnail

Release candidate: Godot 3.4 RC 2

Mircosoft Game Dev

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

Mesh 52
article thumbnail

GLES2 and GDNative, progress report #6

Mircosoft Game Dev

For the lack of a better and proven alternative I chose to generate those values on the CPU and writing them into a texture. If a hash collision occurs then the elements will be chained in a linked-list kind of manner. If a collision occurs then the next free spot will be used. Done May 2018. enviroment relections. omni lights.

Pixel 52