article thumbnail

Practical Use of Render Textures

The Knights of Unity

And even before an era of SRPs (Scriptable Render Pipelines), there was a good amount of solid features like today’s topic: Render textures. In this post I’m going to explain to you how to use render textures in your game. using legacy rendering, but the features I used work in SRPs too. What is a Render Texture.

Texture 52
article thumbnail

Godot 4.0 optimization progress report

Mircosoft Game Dev

As most of the rendering features for the upcoming Godot 4.0 are done, I have spent the past two months optimizing the rendering engine, both on the CPU and GPU side. All this work has resulted in significantly faster rendering times. A lot of the render state is now better cached, so less is done at render time.

Culling 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

Dev snapshot: Godot 4.0 beta 11

Mircosoft Game Dev

Editor: Bring back the renderer options button on the main editor ( GH-70500 ). Import: Fix usages of mesh simplification functions in float=64 builds ( GH-67853 ). Rendering: Add options for sorting transparent objects ( GH-69998 ). Rendering: Cleanup and improve sky render ( GH-70253 ).

Beta 105
article thumbnail

Dev snapshot: Godot 3.4 beta 2

Mircosoft Game Dev

Mesh: Options to clean/simplify convex hull generated from mesh ( GH-50328 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ). Rendering: Add soft shadows to the CPU lightmapper ( GH-50184 ).

Beta 52
article thumbnail

Dev snapshot: Godot 3.4 beta 4

Mircosoft Game Dev

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 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ).

Beta 52
article thumbnail

Dev snapshot: Godot 3.4 beta 3

Mircosoft Game Dev

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 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ).

Beta 52
article thumbnail

Release candidate: Godot 3.5 RC 3

Mircosoft Game Dev

Notably, it fixes some rendering regressions with transparent materials, and crashing iOS templates and Web editor build in RC 2. The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Anything behind the polygon will be culled from view.

Render 52