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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. For more advanced use cases, you can use TextMesh to generate 3D meshes from font glyphs, so you can add WordArt to your scenes ;). Asynchronous shader compilation + caching (ubershader).

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Release candidate: Godot 3.2.3 RC 6

Mircosoft Game Dev

GLES2: Fixed mesh data access errors in GLES2 ( GH-40235 ). Shaders: Fix specular render_mode for Visual Shaders ( GH-41536 ). Sprite3D: Use mesh instead of immediate for drawing Sprite3D ( GH-39867 ). TileSet: Fix potential crash when editing polygons ( GH-40560 ).

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Maintenance release: Godot 3.2.3

Mircosoft Game Dev

GLES2: Fixed mesh data access errors in GLES2 ( GH-40235 ). Shaders: Fix specular render_mode for Visual Shaders ( GH-41536 ). Sprite3D: Use mesh instead of immediate for drawing Sprite3D ( GH-39867 ). TileSet: Fix potential crash when editing polygons ( GH-40560 ). Thirdparty library updates (mbedtls 2.16.8,

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Godot gets 2D skeletal deform

Mircosoft Game Dev

A very common request, though, was the ability to do custom mesh deformation based on the same bones used to animate separate parts. This was recently added to GitHub head and, while overall 2D editing is a bit unstable right now (due to a massive reorganization of the 2D editor), it will be soon be possible to fully make use of this feature.

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Godot 3.0 is out and ready for the big leagues

Mircosoft Game Dev

Materials and shaders. Still, this workflow is easy and efficient as 3D objects get a second set of UVs generated on import, and baking works with instantiated meshes, scenes and even GridMaps. Materials and shaders. writing shaders is very easy! Full principled BSDF. Global illumination (GI). Mid- and post-processing.

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Godot's new renderer, progress report #1

Mircosoft Game Dev

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 flexible, GLES 3 GLSL compatible shader language. Write a more efficient Mesh format, which allows faster loading/saving. For Godot 3.0 (our

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Moving to Vulkan (and ES 2.0) instead of OpenGL ES 3.0

Mircosoft Game Dev

Edit: Changed post title for clarity (previously Abandoning OpenGL ES 3.0 Edit 2: This article is now outdated. uses quite complex shaders which, while they work fine on WebGL 2, take a long time to compile on Windows due to the Angle GLSL validation and compilation to HLSL. for Vulkan (and ES 2.0) ). backend if Vulkan cuts it.

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