Remove Lightmap Remove Mesh Remove Shaders Remove Texture
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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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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. The solution to these problems is to add support for a more traditional lightmapper (pre-baked light texture). Light is precomputed offline and rendered to a texture, which is then used by the geometry.

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GLES2 and GDNative, progress report #6

Mircosoft Game Dev

Heyyy, this pretty much looks like the sky projected onto the meshes, that's better! At that point of development, the sky reflection didn't respond to the camera position, so it basically looked like the sky was painted ontop of the mesh. Done May 2018. enviroment relections. cubemap filtering. implement BRDF. omni lights.

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

Mircosoft Game Dev

supports advanced global illumination techniques such as lightmapping (including SH lightmapping), Voxel GI (which is fully real-time) and SDFGI (which is a single click, open world GI solution). The most common types of streaming are: Texture streaming : All textures are loaded in a tiny size by default.

AAA 145
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Cocos Creator 3.7.2 Focuses On Optimized Rendering And Lighting Capabilities

Cocos

Fixed an issue where Mesh objects created through MeshUtils.createMesh caused data anomalies. Fixed an issue where the setter for the Mesh:: _ hash attribute was not bound. When the user turns on high-precision lightmap baking, 16-bit colors are used instead of 8-bit colors, and AO channels are baked separately.

Render 52
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Dev snapshot: Godot 3.4 beta 6

Mircosoft Game Dev

GridMap: Implement individual mesh transform for MeshLibrary items ( GH-52298 ). Mesh: Implement octahedral map normal/tangent attribute compression ( GH-46800 ). Mesh: Options to clean/simplify convex hull generated from mesh ( GH-50328 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ).

Beta 52
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Release candidate: Godot 3.4 RC 1

Mircosoft Game Dev

GridMap: Implement individual mesh transform for MeshLibrary items ( GH-52298 ). Mesh: Implement octahedral map normal/tangent attribute compression ( GH-46800 ). Mesh: Options to clean/simplify convex hull generated from mesh ( GH-50328 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ).

Mesh 52