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Godot Tactics RPG – 01. Intro & Setup

The Liquid Fire

I’ll be writing most code in Godot’s Gdscript, so familiarity with that or Python will help. You can download Godot here – [link] Click the link to Download the 4.x x version(at the time of writing that is 4.1.3) Unzip the folder and click on the program.exe(it should be something like “Godot_v4.1.3-stable_mono_win64.exe”)

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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, improvements. Additionally, Godot 4.0

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Release candidate: Godot 3.4 RC 1

Mircosoft Game Dev

Notable changes are in-editor class reference translations (so far Chinese (Simplified), Spanish, and some French), some new rendering features (high quality glow mode, 3D point light attenuation option), and a number of C# marshalling fixes. GridMap: Implement individual mesh transform for MeshLibrary items ( GH-52298 ).

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Creating a See-Through | X-Ray Effect In Unity – Shader Tutorial

Awesome Tuts

A shader is a script where you write code that determines how the colors will be rendered based on various scenarios like lighting and material configuration. Inside of that folder Right Click -> Create -> Shader -> Standard Surface Shader: Give the shader script name SeeThrough and open it in Visual Studio.

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Release candidate: Godot 3.4 RC 3

Mircosoft Game Dev

GLES3 renderer). 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: Add high quality glow mode ( GH-51491 ).

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Release candidate: Godot 3.4 RC 2

Mircosoft Game Dev

GLES3 renderer). 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: Add high quality glow mode ( GH-51491 ).

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[Tutorial]Make the game run smoothly on high-end, mid-range, and low-end devices - Guide to Cocos Cyberpunk Source Code

Cocos

I have actually wanted to write about this topic for a long time, but to clarify this topic, it’s not enough to just talk about it. The above words may have seemed too abstract, let’s get straight to the point, the main content of this article. I have shared some articles about performance optimization of 3d rendering before.

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