Remove Culling Remove Game Designer Remove Mesh Remove Writing
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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. Creating games this way is, as a result, more challenging. Mesh streaming : Models are loaded as low detail (few vertices). Large team VCS support.

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Godot 3.0 is out and ready for the big leagues

Mircosoft Game Dev

Still, this workflow is easy and efficient as 3D objects get a second set of UVs generated on import, and baking works with instantiated meshes, scenes and even GridMaps. In other engines, you have to provide many shader variants, mix HLSL with a metalanguage, error reporting is terrible and writing shaders is difficult in general.

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