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Godot XR progress update June 2021

Mircosoft Game Dev

Godot 4 stereoscopic rendering through Multiview. One of the bigger changes we did to enabled XR support in Godot 4 is implementing multiview support into the rendering engine. Further Mobile renderer improvements in Godot 4. This means that the render buffer is divided into smaller tiles.

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Cocos Shader Tutorial 1.0 - about UV

Cocos

The vertical axes of textures and picture pixels is shown above, when sampling textures in shaders, that is from top to bottom, which is top-right corner. This is consistent with how most image file formats store pixel data, and with how most graphics APIs work (including DirectX, Vulkan, Metal, WebGPU, but not OpenGL).

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D20 RPG – Pathfinding

The Liquid Fire

In that project, we had some unique challenges thanks to a non-square board where tiles were optional. In addition we had to consider tile heights – and whether or not a unit could jump as high as needed. In contrast, the pathfinding in this lesson will be for a 2D square board with no missing tiles.

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Adventures in Map Zooming, Part 1: Realtime Image Scaling

Grid Sage Games

open for full size) Okay so each tile actually occupies four times the usual amount of space, but what we mean here is that the cell dimensions are doubled. Let’s stretch some pixels. When the engine is about to render a frame, it first lets this function know about it and expects to be handed an image in return.

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Maintenance release: Godot 3.4.1

Mircosoft Game Dev

macOS: Fix driver crash when enabling per-pixel transparency on M1 macs ( GH-55464 ). Rendering: Fix vertex attribute specification for octahedral compression ( GH-54768 ). Rendering: Update CanvasItem when MultiMesh instance transform changes ( GH-54899 ). Rendering: Fix occasional dangling OmniLight RID ( GH-41360 ).

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Release candidate: Godot 3.4.1 RC 3

Mircosoft Game Dev

macOS: Fix driver crash when enabling per-pixel transparency on M1 macs ( GH-55464 ). Rendering: Fix vertex attribute specification for octahedral compression ( GH-54768 ). Rendering: Update CanvasItem when MultiMesh instance transform changes ( GH-54899 ). Rendering: Fix occasional dangling OmniLight RID ( GH-41360 ).

Tile 52
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Adventures in Map Zooming, Part 2: Engine-level Architecture

Grid Sage Games

The concept is simple, though does require that text characters take up about half the width that tiles do, which can be a little restrictive at certain sizes. Notice how the tiles in this Cogmind screenshot each occupy two cells, delineated by the partial grid overlay. Big chonker tile has arrived. No crashes, just big tiles.

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