Remove Polygon Remove Render Remove Shaders Remove Terrain
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Optimize Vegetation Generation

Mnenad

Since the last post I’ve been working on the terrain’s vegetation. Static batching : combines static (not moving) GameObjects into big Meshes, and renders them in a faster way.   The creator Mr.   Nevertheless, I also spent some money on the Advanced Foliage Shaders v.5. That’s it. When

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Dev snapshot: Godot 4.0 beta 13

Mircosoft Game Dev

Editor: Keep terrain choice when changing layer in TileMap editor ( GH-70601 ). Editor: Fix node preview crashes after updating visual shader node ( GH-71385 ). Rendering: Fix polyline not supporting closed polygons and not having a uniform width ( GH-62236 ). Editor: Fix recursive resource inclusion check ( GH-71229 ).

Beta 99
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Godot 3.0 is out and ready for the big leagues

Mircosoft Game Dev

It brings a brand new rendering engine with state-of-the-art PBR workflow for 3D, an improved assets pipeline, GDNative to load native code as plugins, C# 7.0 After meeting the initial goal, we hired karroffel to continue her work on GDNative (more about this below) and work on a new rendering backend. Materials and shaders.

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