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Joan Fons is hired to work on Godot's rendering

Mircosoft Game Dev

release, and should make lightmaps a viable option for 3.2. I have been working on a small prototype implementation and the results so far are promising, but it still needs to be integrated in the rendering backend and exposed to the user. Debug output of the prototype implementation. Red: depth buffer. Green: occluded objects.

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

Mircosoft Game Dev

Building upon the initial prototype , we've now reached a state where we're happy to release the Web editor in sync with the native version, so you can find the latest stable version on editor.godotengine.org. Gordon MacPherson ( RevoluPowered ) rewrote the prototypical Assimp-based FBX importer that we had in Godot 3.2 Moreover a 3.2.2

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Godot 3.1 is out, improving usability and features

Mircosoft Game Dev

Use baked lightmaps instead. After several months of deliberation and prototypes, we settled on a really good approach to axis mapping , courtesy of Gilles Roudiere ( Groud ). As this back-end is intended to run on the lowest end hardware possible, shaders need to be kept very small. GIProbes of course don't work.

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How to Use Unity Cinemachine Virtual Cameras

Game Designing

This basically means you can only bake lightmaps using a single machine. Not only does it speed up game development, since developers no longer have to focus on camera logic, but you can also now experiment on the fly with new ideas, prototypes, and all while saving those new settings in play mode.