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Godot Tactics RPG – 01. Intro & Setup

The Liquid Fire

We’re not really doing anything with shaders or post processing in the tutorial, so depending on where you want to take the tutorial later, its really up to you which you choose. You can either click that, or once you are done editing all textures, you can click save scene in the Scene menu and it will save any unsaved materials.

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Cocos Creator 3.7.1 Released

Cocos

Developer Notes Engine Add more API docs (engine#13937, engine#14079, engine#14088) [Optimize] add image asset’s zh i18n (engine#14108) [Optimize] Add pointerlock function for mac platform (engine#14187) [Pipeline] enable custom pipeline in the editor (engine#14084) [Pipeline] add native pipeline ubo uploading (engine#14061) [Pipeline] Fix web-pipeline (..)

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Maintenance release: Godot 3.4.4

Mircosoft Game Dev

Edit 2022-03-24 @ 12:15 UTC: There was a slight packaging mistake affecting the macOS editor, and the iOS and macOS export templates, as well as a build issue affecting the iOS debug template. before this edit are advised to re-download at least the export templates if they intend to export to iOS.

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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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Dev snapshot: Godot 4.0 alpha 15

Mircosoft Game Dev

Editor: Disable editing properties in foreign resources ( GH-63282 ). Editor: Improvements to shader editor ( GH-63582 ). Warning: This has the potential to break meshes imported in earlier alphas, we are still working on improving the compatibility code. Shaders: Quality of life Visual Shaders updates ( GH-63999 ).

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Introducing the new "last minute" lightmapper

Mircosoft Game Dev

This generally works and looks pretty, but it's quite shader intensive, which makes it not work on mobile or low end GPUs. First of all, you need to make sure your meshes have an UV2 layer. Godot lightmapper works with one texture per mesh, so sharing UVs between meshes will not give you more optimization.

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GLES2 and GDNative, progress report #5

Mircosoft Game Dev

In order to deform the mesh according to the bone transforms, each vertex (generally "point of a triangle") can be influenced by up to 4 bones. The actual deformation usually happens in the vertex shader , where the bone transforms get looked up from a texture. (In added TIME uniform to all "scriptable" shaders.

Shaders 52