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[Share] 2D Post-Processing & Lighting Framework

Cocos

The most commonly used method involves rendering the camera to a RenderTexture (RT) and then displaying it on a Sprite. Add a Post-Processing Shader precision highp float; #include <pp-shared-ubos> in vec2 v_uv; uniform sampler2D mainTexture; #pragma define intensity matParams.x

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Maintenance release: Godot 3.4.1

Mircosoft Game Dev

Editor: Expose ScriptEditor::edit to scripting ( GH-55709 ). Import: Fix texture atlas generation when source sprite is larger than generated atlas ( GH-55094 ). macOS: Fix driver crash when enabling per-pixel transparency on M1 macs ( GH-55464 ). Particles: Fix for double use of seed in random shader variables ( GH-55607 ).

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Maintenance release: Godot 3.2.2

Mircosoft Game Dev

Exporting C# projects to iOS should be done from macOS using the classical workflow , and the scripts will be automatically compiled Ahead-of-Time (AOT) for iOS. This drastically reduces drawcall-related bottlenecks and can give massive gains in specific scenarios (drawing lots of sprites, big TileMaps, text rendering).

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Release candidate: Godot 3.4.1 RC 3

Mircosoft Game Dev

Editor: Expose ScriptEditor::edit to scripting ( GH-55709 ). Import: Fix texture atlas generation when source sprite is larger than generated atlas ( GH-55094 ). macOS: Fix driver crash when enabling per-pixel transparency on M1 macs ( GH-55464 ). Particles: Fix for double use of seed in random shader variables ( GH-55607 ).

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GLES2 and GDNative, progress report #4

Mircosoft Game Dev

The GodotScript template class includes a field owner , which refers to the Object that the current script is attached to. Even though Godot's scripting languages try to make you believe that you can "extend" or "inherit" engine types, all that is done is actually delegation. Until the new NativeScript 1.1

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Getting started with HaxeFlixel in 2021

Radiator Blog

The engine should be able to render and simulate 200+ lightweight game objects -- frame-animated sprites with simple collision, no fancy physics or shaders. Construct : seems ok, and I think I could've gotten used to the visual block scripting, but overall the pricing and licensing feels weirdly restrictive. and no WASM.)

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