Claude-Code-Game-Studios/docs/engine-reference/godot/modules/rendering.md
Donchitos ad540fe75d Game Studio Agent Architecture — complete setup (Phases 1-7)
48 coordinated Claude Code subagents for indie game development:
- 3 leadership agents (creative-director, technical-director, producer)
- 10 department leads (game-designer, lead-programmer, art-director, etc.)
- 23 specialist agents (gameplay, engine, AI, networking, UI, tools, etc.)
- 12 engine-specific agents (Godot, Unity, Unreal with sub-specialists)

Infrastructure:
- 34 skills (slash commands) for workflows, reviews, and team orchestration
- 8 hooks for commit validation, asset checks, session management
- 11 path-scoped rules enforcing domain-specific standards
- 28 templates for design docs, reports, and collaborative protocols

Key features:
- User-driven collaboration protocol (Question → Options → Decision → Draft → Approval)
- Engine version awareness with knowledge-gap detection (Godot 4.6 pinned)
- Phase gate system for development milestone validation
- CLAUDE.md kept under 80 lines with extracted doc imports

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-13 21:04:24 +11:00

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# Godot Rendering — Quick Reference
Last verified: 2026-02-12 | Engine: Godot 4.6
## What Changed Since ~4.3 (LLM Cutoff)
### 4.6 Changes
- **D3D12 is the default rendering backend on Windows** (was Vulkan)
- **Glow processes before tonemapping** (was after) — uses screen blending mode
- **AgX tonemapper**: new white point and contrast controls
- **SSR overhauled**: better realism, visual stability, and performance
### 4.5 Changes
- **Shader Baker**: Pre-compiles shaders to reduce startup time
- **SMAA 1x**: New anti-aliasing option (sharper than FXAA, cheaper than TAA)
- **Stencil buffer support**: Enables selective geometry masking/portal effects
- **Bent normal maps**: Directional occlusion encoded in normal map textures
- **Specular occlusion**: Ambient occlusion now correctly affects reflections
### 4.4 Changes
- **`RenderingDevice.draw_list_begin`**: Many parameters removed; optional `breadcrumb` added
- **Shader texture types**: Changed from `Texture2D` to `Texture` base type
- **Particles `.restart()`**: Added optional `keep_seed` parameter
### 4.3 Changes (in training data)
- **Compositor node**: `Compositor` + `CompositorEffect` for post-processing chains
## Current API Patterns
### Post-Processing (4.3+)
```gdscript
# Use Compositor node — NOT manual viewport shader chains
# Add Compositor as child of WorldEnvironment or Camera3D
# Create CompositorEffect resources for each post-process step
```
### Anti-Aliasing Options (4.6)
```
Project Settings → Rendering → Anti Aliasing:
- MSAA 2D/3D: Hardware MSAA (quality but expensive)
- Screen Space AA: FXAA (fast, blurry) or SMAA (sharp, moderate cost) # SMAA new in 4.5
- TAA: Temporal (best quality, ghosting on fast motion)
```
### Rendering Backend Selection (4.6)
```
Project Settings → Rendering → Renderer:
- Forward+ (default): Full featured, desktop-focused
- Mobile: Optimized for mobile/low-end, limited features
- Compatibility: OpenGL 3.3 / WebGL 2, broadest hardware support
Windows default backend: D3D12 (was Vulkan pre-4.6)
```
## Common Mistakes
- Assuming Vulkan is the default backend on Windows (D3D12 since 4.6)
- Using manual viewport chains instead of Compositor for post-processing
- Using `Texture2D` in shader uniform types (use `Texture` since 4.4)
- Not using Shader Baker for projects with many shader variants