Remove Animation Remove Baking Remove Terrain
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Strategies for Optimizing Multiplayer Games in Unity

Logic Simplified

Optimization Strategies: Static Batching unites several stationary game elements into a single GPU drawing operation (such as terrain together with buildings). The utilization of Baked Lighting for static region precomputation results in enhanced runtime performance.

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Cocos Creator 3.7.2 Focuses On Optimized Rendering And Lighting Capabilities

Cocos

See the documentation “Render Debugging - Run Time Using Render debugging”: [link] • When the node animates, add the tween ‘destroySelf’ method to destroy the front nodal point. Editor • Support baking high-precision lighting maps to get a better baking effect. Skip rendering when the UI element Opacity is 0. build templates.

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Cocos Creator 3.7.3 comes with an update to Cocos Effect

Cocos

Fixed animation switch issue when GPU INSTANCING is enabled for the material of SkinnedMeshRenderer. Fixed bone animation texture size error on some platforms that don’t support float point texture format. Fixed animation system error by saving incorrect material uniform binding. Fixed memory leak of built-in physics module. .

Terrain 52
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Optimize Vegetation Generation

Mnenad

Since the last post I’ve been working on the terrain’s vegetation. Doing it before starting the actual game would mean to already generate all the content that needs to be batched at the beginning, which is no solution for a theoretically “endless procedurally generated” terrain. That’s it. When

Mesh 52
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Godot 3.0 is out and ready for the big leagues

Mircosoft Game Dev

Just set up the probe bounds and do a fast pre-bake of static objects. Still, this workflow is easy and efficient as 3D objects get a second set of UVs generated on import, and baking works with instantiated meshes, scenes and even GridMaps. Both indirect light and voxel reflections are provided by this technique.

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You Have No Idea How Hard It Is To Run A Sweatshop, Part 1

Designer Notes

With Offworld Trading Company, because the game had random maps, each game started with a short exploration phase where you scan the map and found your colony with only part of the terrain revealed. Well, in Valorant, all animations, graphical effects, and sounds are only visible to the purchaser. Your enemies don’t see them.