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Joan Fons is hired to work on Godot's rendering

Mircosoft Game Dev

I'm happy to announce that, starting today, I will be working as a full-time Godot developer! My latest big contribution to the engine is the new CPU lightmapper, which will be landing with the 3.2.4 release, and should make lightmaps a viable option for 3.2. Debug output of the prototype implementation. A bit about me.

Render 55
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Maintenance release: Godot 3.3.2

Mircosoft Game Dev

Notably, Windows users could experience crashes when baking lightmaps. Additionally, this release includes a number of non-regression bug fixes to various areas of the engine. Physics: Fix crash on debug shapes update if CollisionObject is not in tree ( GH-48974 ). was thus subject to this crash when baking lightmaps.

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Godot 4.0 gets SDF based real-time global illumination

Mircosoft Game Dev

This new technique was developed entirely in the open and implemented under our MIT license, so anyone is welcome to use it in their own engines and games. SDFGI is something akin to a dynamic real-time lightmap (but it does not requiere unwrapping, nor does it use textures). What can it do?

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

Mircosoft Game Dev

All Godot contributors are delighted to release our latest milestone today, Godot 3.3 , after more than 7 months of development! While most development focus is on our upcoming Godot 4.0 x branch to develop and publish their games today , so it's important for us to keep giving Godot 3 users an improved gamedev experience.

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Dev snapshot: Godot 4.0 beta 5

Mircosoft Game Dev

The game is developed by Vedg Studio / NoirosL and was recently ported to Godot 4.0 Rendering: Add optional UV2 logic for lightmapping to primitive shapes ( GH-67975 ). Rendering: Fix several render issues found while debugging XR ( GH-68102 ). Wishlist it on Steam! What's new. NET 6 build (C#, GDScript, GDExtension).

Beta 91
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Cocos Creator 3.8 Post-Process Shader Writing (2/2) Advanced

Cocos

passName : the name of the pass, easy for debugging. The RenderGraph used in the Cocos engine is data-driven, collects the required RT resources per frame, and manages them in a unified way. Prioritize the scene to use lightmap to bake AO so that even if HBAO is turned off, the effect is still not bad.

Shaders 98
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Dev snapshot: Godot 4.0 beta 5

Mircosoft Game Dev

The game is developed by Vedg Studio / NoirosL and was recently ported to Godot 4.0 Rendering: Add optional UV2 logic for lightmapping to primitive shapes ( GH-67975 ). Rendering: Fix several render issues found while debugging XR ( GH-68102 ). Wishlist it on Steam! What’s new. NET 6 build (C#, GDScript, GDExtension).

Beta 40