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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. They only write what is needed (no redundant information), keep the ordering of sections and are simple enough to understand changes by just looking at the diff.

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

Mircosoft Game Dev

was still far away, so we tasked Joan Fons ( jfons ), as part of the GSoC program, to write a new CPU lightmapper for Godot 3.x. Various light culling fixes. Users of Visual Script and Visual Shaders, as well as developers relying on graphs in their game projects and editor plugins, will find this little UX improvement in Godot 3.3.

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Godot 3.0 is out and ready for the big leagues

Mircosoft Game Dev

which would have included new multiplayer networking, visual scripting and many other improvements) because we realized that projects using the new features would no longer work in 3.0, Visual Scripting. writing shaders is very easy! Visual Scripting. and that we'd better focus fully on 3.0

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Dev snapshot: Godot 3.4 beta 6

Mircosoft Game Dev

Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Core: Fix read/write issues with NaN and INF in VariantParser ( GH-47500 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Scene: Write node groups on a single line when saving a.tscn file ( GH-52284 ).

Beta 52
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Dev snapshot: Godot 3.4 beta 5

Mircosoft Game Dev

Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Physics: Expose SoftBody pin methods for scripting ( GH-52369 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Scene: Write node groups on a single line when saving a.tscn file ( GH-52284 ). In-depth documentation is available.

Beta 52
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Release candidate: Godot 3.4 RC 1

Mircosoft Game Dev

Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Core: Fix read/write issues with NaN and INF in VariantParser ( GH-47500 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Scene: Write node groups on a single line when saving a.tscn file ( GH-52284 ).

Mesh 52
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Release candidate: Godot 3.4 RC 3

Mircosoft Game Dev

Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Core: Fix read/write issues with NaN and INF in VariantParser ( GH-47500 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Scene: Write node groups on a single line when saving a.tscn file ( GH-52284 ).

Mesh 52