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Godot 3.5: Can't stop won't stop

Mircosoft Game Dev

The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. For more advanced use cases, you can use TextMesh to generate 3D meshes from font glyphs, so you can add WordArt to your scenes ;). Anything behind the polygon will be culled from view.

Shaders 53
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Release candidate: Godot 3.3 RC 7

Mircosoft Game Dev

Improved Inspector sub-resource editing. Editor: Improved Inspector sub-resource editing ( GH-45907 ). GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). Physics: Allow CollisionObject to show collision shape meshes ( GH-45783 ).

Render 52
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Release candidate: Godot 3.3 RC 6

Mircosoft Game Dev

Improved Inspector sub-resource editing. Editor: Improved Inspector sub-resource editing ( GH-45907 ). GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). Physics: Allow CollisionObject to show collision shape meshes ( GH-45783 ).

Render 52
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Release candidate: Godot 3.2.4 RC 4

Mircosoft Game Dev

Improved Inspector sub-resource editing. Editor: Improved Inspector sub-resource editing ( GH-45907 ). GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). Physics: Allow CollisionObject to show collision shape meshes ( GH-45783 ).

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

Mircosoft Game Dev

using data oriented algorithms to process the culling of objects and both secondary command buffers and automatic batching to efficiently submit the draw primitives. The most common types of streaming are: Texture streaming : All textures are loaded in a tiny size by default. Rendering is significantly more efficient in Godot 4.0,

AAA 145
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Godot 3.4 is released with major features and UX polish

Mircosoft Game Dev

Rendering: Portal occlusion culling. 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). Core: Promote object validity checks to release builds.

UX 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 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ).

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