The new Dev-Build for Godot 4.6 now includes DX12 support, but not like for the last two years: this time IT ACTUALLY WORKS!
(and since I reported the bug with it a few weeks ago, I also tested Dev 5 a few days earlier and yep, looks stable now)
https://godotengine.org/article/dev-snapshot-godot-4-6-dev-5/
#GodotEngine@GameDEV
(and since I reported the bug with it a few weeks ago, I also tested Dev 5 a few days earlier and yep, looks stable now)
https://godotengine.org/article/dev-snapshot-godot-4-6-dev-5/
#GodotEngine@GameDEV
Godot Engine
Dev snapshot: Godot 4.6 dev 5 β Godot Engine
A chill rises⦠Feature freeze is imminent
π₯16β€2
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RIAD (Reborn in a Dungeon) new models and environments testing
#IndieGames@GameDEV
#GodotEngine@GameDEV
#IndieGames@GameDEV
#GodotEngine@GameDEV
β€6
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β€16π₯6π5π1
Why you should use the Godot Rendering Server:
(Bookmarked for later)
https://www.youtube.com/watch?v=ZSzHbhx0PRM
#GodotEngine@GameDEV
#Tutorials@GameDEV
#Rendering@GameDEV
(Bookmarked for later)
https://www.youtube.com/watch?v=ZSzHbhx0PRM
#GodotEngine@GameDEV
#Tutorials@GameDEV
#Rendering@GameDEV
YouTube
Why you should use the Godot Rendering Server
A short explainer on the Godot Rendering Server API and how it stacks up against multimeshes and nodes.
PART 2: https://www.youtube.com/watch?v=l0O7KUME_K0
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Thanks for stopping by!
https://michaeljared.ca/
PART 2: https://www.youtube.com/watch?v=l0O7KUME_K0
---
Thanks for stopping by!
https://michaeljared.ca/
β€7
One of the most broken things in 4.x for several years, by the way!
https://godotengine.org/article/inverse-kinematics-returns-to-godot-4-6/
#Physics@GameDEV
#GodotEngine@GameDEV
https://godotengine.org/article/inverse-kinematics-returns-to-godot-4-6/
#Physics@GameDEV
#GodotEngine@GameDEV
Godot Engine
Inverse Kinematics Returns to Godot 4.6 β Godot Engine
Now Godot has Inverse Kinematics in 3D.
β€13
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By the way, in Godot 4.6 the transparency no longer breaks reflections behind it even if the Screen texture is used and modified.
So, no more issues with screen effects if they are used as a 3D filter. Which is a huge upgrade that fixes a lot of possible screen effects. I have a few more stupid ideas!
PS. The scene I've tried it on was to check how pointlessly unoptimized can it be and still work. With like hundreds of objects which are not instanced scenes, but just a bunch of nodes placed in a grid. It works oddly fast though...
#GodotEngine@GameDEV
#Rendering@GameDEV
So, no more issues with screen effects if they are used as a 3D filter. Which is a huge upgrade that fixes a lot of possible screen effects. I have a few more stupid ideas!
PS. The scene I've tried it on was to check how pointlessly unoptimized can it be and still work. With like hundreds of objects which are not instanced scenes, but just a bunch of nodes placed in a grid. It works oddly fast though...
#GodotEngine@GameDEV
#Rendering@GameDEV
π₯7β€5π1