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docs.godotengine.org › en › stable › tutorials
Introduction to global illumination — Godot Engine (stable) documentation in English
...In a 3D rendering engine, global illumination is one of the most important elements to achieving realistic lighting. Global illumination aims to mimic how...
docs.godotengine.org › en › stable › classes
GIProbe — Godot Engine (3.6) documentation in English
...bias
should usually be above 1.0 as that is the size of the voxels.
bool compress = false
Deprecated. This property has been deprecated...
docs.godotengine.org › en › latest › tutorials
Introduction to global illumination — Godot Engine (latest) documentation in English
...In a 3D rendering engine, global illumination is one of the most important elements to achieving realistic lighting. Global illumination aims to mimic how...
docs.godotengine.org › en › stable › about
List of features — Godot Engine (stable) documentation in English
...Support for C++ modules statically linked into the engine binary.
Engine and editor written in C++17.
Can be compiled using GCC, Clang and MSVC...
docs.godotengine.org › en › latest › about
List of features — Godot Engine (latest) documentation in English
...Support for C++ modules statically linked into the engine binary.
Engine and editor written in C++17.
Can be compiled using GCC, Clang and MSVC...
docs.godotengine.org › en › stable › tutorials
Using NavigationObstacles — Godot Engine (stable) documentation in English
...It does so by nullifying all the (voxel) cells with rasterized source geometry that are within the obstacle shape. As such its effect and...
docs.godotengine.org › en › latest › tutorials
Using NavigationObstacles — Godot Engine (latest) documentation in English
...It does so by nullifying all the (voxel) cells with rasterized source geometry that are within the obstacle shape. As such its effect and...
docs.godotengine.org › en › stable › tutorials
MergeGroups — Godot Engine (3.6) documentation in English
...By default, if you now
run the scene, the engine will automatically merge suitable meshes as the
MergeGroup
enters the SceneTree
.
docs.godotengine.org › en › stable › contributing
Internal rendering architecture — Godot Engine (stable) documentation in English
...Godot uses a custom TAA implementation based on the old TAA implementation from Spartan Engine.
Temporal antialiasing requires motion vectors to work. If motion...
docs.godotengine.org › en › latest › contributing
Internal rendering architecture — Godot Engine (latest) documentation in English
...Godot uses a custom TAA implementation based on the old TAA implementation from Spartan Engine.
Temporal antialiasing requires motion vectors to work. If motion...