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3D Content Interoperability with Topology-Free Modeling

Nvidia

The more polygons that an object has, the more detailed it appears, but high numbers of polygons demand more computing power. The polygon layout, or topology, of these items must be planned efficiently and created in advance to minimize the number of polygons and generate objects of the highest grade.

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Godot's new renderer, progress report #1

Mircosoft Game Dev

As many of you have probably heard, a new rendering backend is being worked on for Godot. Our goal is to have a modern, clustered renderer that supports everything mainstream engines support, including PBR, global illumination and flexible shader editing. Write a more efficient Mesh format, which allows faster loading/saving.

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Godot 3.5: Can't stop won't stop

Mircosoft Game Dev

The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Godot can render at frame rates independent from the fixed physics tick rate. Enable this setting and Godot will automatically interpolate objects, smoothing out rendered frames.

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Release candidate: Godot 3.2.3 RC 1

Mircosoft Game Dev

GLES2: Fixed mesh data access errors in GLES2 ( GH-40235 ). Rendering: Fixed images in black margins ( GH-37475 ). Rendering: Allow nearest neighbor lookup when using mipmaps ( GH-40523 ). Sprite3D: Use mesh instead of immediate for drawing Sprite3D ( GH-39867 ).

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Release candidate: Godot 3.2.3 RC 3

Mircosoft Game Dev

GLES2: Fixed mesh data access errors in GLES2 ( GH-40235 ). Rendering: Fixed images in black margins ( GH-37475 ). Rendering: Allow nearest neighbor lookup when using mipmaps ( GH-40523 ). Rendering: Properly calculate Polygon2D AABB with skeleton ( GH-40869 ). Thirdparty library updates (mbedtls 2.16.7,

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Release candidate: Godot 3.2.3 RC 2

Mircosoft Game Dev

Edit 2020-07-30: We found that 3.2.3 GLES2: Fixed mesh data access errors in GLES2 ( GH-40235 ). Rendering: Fixed images in black margins ( GH-37475 ). Rendering: Allow nearest neighbor lookup when using mipmaps ( GH-40523 ). Sprite3D: Use mesh instead of immediate for drawing Sprite3D ( GH-39867 ). A new 3.2.3

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Release candidate: Godot 3.2.3 RC 5

Mircosoft Game Dev

GLES2: Fixed mesh data access errors in GLES2 ( GH-40235 ). Rendering: Fixed images in black margins ( GH-37475 ). Rendering: Allow nearest neighbor lookup when using mipmaps ( GH-40523 ). Rendering: Properly calculate Polygon2D AABB with skeleton ( GH-40869 ). Windows: DirectInput: Use correct joypad ID ( GH-40927 ).

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