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Optimize Vegetation Generation

Mnenad

Step by step to dense vegetation and acceptable FPS. Mainly I focused on generating grass that bends in the wind and some fern like plants, but what comes next is usable for all kind of meshes. Batching means to combine mesh objects that share the same material or that are marked as static in the Unity inspector.

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Godot 4.0 gets SDF based real-time global illumination

Mircosoft Game Dev

SDFGI is something akin to a dynamic real-time lightmap (but it does not requiere unwrapping, nor does it use textures). Ensure your meshes are marked as "Static Bake", then enable SDFGI in the Environment settings. It's enabled and it automatically works by generating global illumination for static objects.

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Maintenance release: Godot 3.2.3

Mircosoft Game Dev

GLES2: Fixed mesh data access errors in GLES2 ( GH-40235 ). HTML5: More fixes, audio fallback, fixed FPS ( GH-40052 ). 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 ).

Bug 52
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Realistic Lighting in Justice with Mesh Shading

Nvidia

NetEase Thunder Fire Games Uses Mesh Shading To Create Beautiful Game Environments for Justice In December, we interviewed Haiyong Qian, NetEase Game Engine. Recently, NetEase introduced Mesh Shader support to Justice. billion triangles running over 60 FPS in 4K on an NVIDIA 3060Ti. Q: How do Mesh Shaders solve this?

Mesh 52
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Godot for AA/AAA game development - What's missing?

Mircosoft Game Dev

has an entirely new rendering architecture, which is divided into modern and compatibility backends. The modern one does rendering via RenderingDevice (which is implemented in drivers such as Vulkan, Direct3D 12, and more in the future). Rendering is significantly more efficient in Godot 4.0, Low level rendering access.

AAA 145
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Godot 3.4 is released with major features and UX polish

Mircosoft Game Dev

Rendering: Portal occlusion culling. More rendering improvements. Up till now a significant missing feature in the renderer has been the ability to cull (prevent rendering) objects that are within the camera view, but occluded by another object (for instance a wall). More rendering improvements.

UX 52
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Mastering Materials In Unreal Engine: The Complete Guide

Awesome Tuts

Materials are used to determine the appearance of objects, such as their color, texture, transparency, and other visual characteristics. The point of the instance material is to save the rendering power and thus the performance of the game. Texture Materials. Texture materials allow us to make our game objects look realistict.

Engine 52