Remove Game Engine Remove Render Remove Shaders Remove Texture
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Dev snapshot: Godot 4.0 beta 8

Mircosoft Game Dev

Import: Fix swapped color channels in ETC1/ETC2 textures, etcpak expects BGRA data ( GH-69448 ). Rendering: Use circular fade instead of linear fade for distance fade ( GH-50294 ). Rendering: Tweak shadow bias defaults for DirectionalLight3D and OmniLight3D ( GH-55757 ). GUI: Use system fonts as fallback ( GH-68995 ).

Beta 95
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Dev snapshot: Godot 4.0 beta 15

Mircosoft Game Dev

renderer support ( GH-71848 ). Rendering: Fix Vulkan validation errors related to enabling extensions ( GH-70429 ). Rendering: Fix DirectionalLight3D shadow opacity on Forward Mobile rendering backend ( GH-71690 ). Rendering: Use proper space for forward GI reflections ( GH-71694 ). iOS: Restore OpenGL ES 3.0

Beta 98
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Dev snapshot: Godot 4.0 beta 16

Mircosoft Game Dev

Flag dirty dependencies when GeometryInstance dependencies change in renderer ( GH-71581 ). Those typically shouldn’t add instability to the engine, but may require doing some changes in your scripts, scenes, and shaders if you were using the affected APIs. Rendering: Fix LCD font AA on OpenGL renderer ( GH-72125 ).

Beta 108
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[Share] 2D Post-Processing & Lighting Framework

Cocos

Today, we have invited wing , an experienced Cocos game developer in our Cocos community to share some technical key points related to 2D post-effect frameworks. Post-processing effects, are used for further processing of rendered results to achieve various advanced and special effects. What are Post-processing Effects?

Render 52
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Advanced API Performance: CPUs

Nvidia

The main design philosophy of D3D12 and Vulkan is to enable game engines to distribute graphics workloads across multiple CPU cores. Resource allocation and destruction Creating and destroying buffers, textures, and shaders is fundamental to efficient computer graphics.

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Dev snapshot: Godot 4.0 beta 14

Mircosoft Game Dev

For shaders, we removed the now-redundant SCREEN_TEXTURE , DEPTH_TEXTURE , and NORMAL_ROUGHNESS_TEXTURE ( GH-70967 ). Rendering: Remove SCREEN_TEXTURE , DEPTH_TEXTURE , and NORMAL_ROUGHNESS_TEXTURE ( GH-70967 ). Rendering: Decompress RA_AS_RG formats on Web platform in GLES3 renderer and disable texture swizzling ( GH-71574 ).

Beta 104
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Dev snapshot: Godot 4.0 beta 12

Mircosoft Game Dev

As always, a bunch of nice rendering fixes! Rendering: Only disable depth writing in opaque pipelines ( GH-71124 ). Rendering: Fix multiple issues that make the normal roughness texture unusable ( GH-71130 ). Rendering: OpenGL: Add support for FORMAT_{ETC2,DXT5}_RA_AS_RG ( GH-71248 ). See the list below.

Beta 110