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Godot 4.0 will get a new, modernized lightmapper

Mircosoft Game Dev

Lightmaps offer significant advantages over any other technique when the following requirements are met: Performance above anything else (for mobile, lightmaps are still a must-have). If these requirements are met, then lightmapping is probably the best for you. Features of the new Godot 4.0 The lightmapper in Godot 3.2

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Cocos Creator 3.8 Community Beta is now available

Cocos

In this version, we have integrated several core post-processing features and basic post-processing effects into the Custom Pipeline listing below: Anti-Aliasing: FXAA & TAA Disable TAA Enable TAA Super Resolution: FSR Disable FSR Enable FSR Ambient Occlusion: HBAO Bloom Custom Color Grading Disabled Enabled Starting from 3.8,

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Project Structure - Guide to Cocos Cyberpunk Source Code

Cocos

Get it for free: [link] Features in Cyberpunk Before we get started, let’s list out the features provided in Cocos Cyberpunk again. Get it for free: [link] Features in Cyberpunk Before we get started, let’s list out the features provided in Cocos Cyberpunk again. So you can get a feel for what it looks like.

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Cocos Creator 3.7.3 comes with an update to Cocos Effect

Cocos

ENGINE Features ● Custom Render Pipeline based on Render Graph supports for GLES backend ● Deprecated interfaces, such as addRasterView, addComputeView, etc., Fixed Toon shader data issue on iOS Wechat. EDITOR Features ● Support for manually inputting iOS developer accounts. Cocos Creator 3.7.3 from the Cocos Dashboard.

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

Mircosoft Game Dev

branch, but it grew to become a feature-packed update well worth of opening a new stable branch. As such, most of the focus was on implementing missing features or bugfixes which are critical for publishing 2D and 3D games with Godot 3, and on making the existing features more optimized and reliable. update to the 3.2

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Maintenance release: Godot 3.0.1

Mircosoft Game Dev

We have added many new features to the editor (and several to GDScript) in this release which we think will make your use of Godot even better. Several new GLSL built-in functions are exposed to the shader language : radians degrees asinh acosh atanh exp2 log2 roundEven. If you were eagerly waiting for 3.0.1, Both the itch.io

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GLES2 and GDNative, progress report #6

Mircosoft Game Dev

Because now the mipmap-level (the amount of "small-ness" of the texture) has a different use case we need to access it manually in the shaders rather than letting OpenGL handle that for us automatically. The cubemap filtering shader can be found here. Done May 2018. enviroment relections. cubemap filtering. implement BRDF.

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