Remove Culling Remove Render Remove Terrain Remove Texture
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Dev snapshot: Godot 4.0 beta 3

Mircosoft Game Dev

Lots of rendering changes. Our rendering contributors keep working on finalizing the implementation of all expected features for Godot 4.0, notably with the following major changes by Clay John ( clayjohn ) and Bastiaan Olij ( BastiaanOlij ): Emulate double precision for regular rendering operation when REAL_T_IS_DOUBLE ( GH-66178 ).

Beta 52
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Dev snapshot: Godot 4.0 beta 3

Mircosoft Game Dev

Lots of rendering changes. Our rendering contributors keep working on finalizing the implementation of all expected features for Godot 4.0, notably with the following major changes by Clay John ( clayjohn ) and Bastiaan Olij ( BastiaanOlij ): Emulate double precision for regular rendering operation when REAL_T_IS_DOUBLE ( GH-66178 ).

Beta 52
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Optimize Vegetation Generation

Mnenad

Since the last post I’ve been working on the terrain’s vegetation. Static batching : combines static (not moving) GameObjects into big Meshes, and renders them in a faster way.   The foliage shader has an alpha cutout value and uses a texture + culling set to off (it is visible from both sides of the planes).

Mesh 52
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Godot 3.0 is out and ready for the big leagues

Mircosoft Game Dev

It brings a brand new rendering engine with state-of-the-art PBR workflow for 3D, an improved assets pipeline, GDNative to load native code as plugins, C# 7.0 After meeting the initial goal, we hired karroffel to continue her work on GDNative (more about this below) and work on a new rendering backend. New physically based 3D renderer.

Render 52