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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.

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Release candidate: Godot 3.2.4 RC 4

Mircosoft Game Dev

A new software skinning for MeshInstance to replace the slow GPU skinning on devices that don't support the fast GPU skinning (especially mobile). New option to snap 2D transforms to whole coordinates , helps prevent jitter on pixel art camera motions. Rendering: Various fixes to light culling ( GH-46694 ).

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Godot's new renderer, progress report #2

Mircosoft Game Dev

Improve Culling: Portals (rewrite as polygon-based) and Rooms. Atlas cells are assigned according to their size in pixels on the screen (e.g. This means: Cubemap arrays are not supported in older hardware, mobile and WebGL2, and reflections need to be put into an atlas (for single-pass forward or clustered). uses GLES 3.0

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Godot 3's renderer design explained

Mircosoft Game Dev

Given GLES2 isn't going to disappear any time soon due to low end mobile devices, we still need to support it for a few more years to come. This ensures great compatibility with all desktop PCs, mobile devices and WebGL 2. The image is converted to luminance and shrunk by sizes of 3x3 until it's a single pixel. and which move.

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Godot 3.3 has arrived, with a focus on optimization and reliability

Mircosoft Game Dev

Web editor running the "Ninja Adventure" demo from the eponymous CC0 asset pack by Pixel-Boy and AAA. Some examples are: A new software skinning for MeshInstance to replace the slow GPU skinning on devices that don't support the fast GPU skinning (especially mobile). Various light culling fixes. For Godot 4.0,