Remove Animation Remove Clipping Remove Terrain
article thumbnail

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. Fixed an issue where the main light source still acted on the terrain after baking. Fixed the issue of using the animation editor after removing the 3D module.

Render 52
article thumbnail

10 Worst Video Game Glitches to Test Before Launching Your Next Game

iXie gaming

Usually, they occur due to issues within the code or faulty animation controls. Character Clipping and Collision Glitches A video game entails characters interacting with each other. However, their interaction may be faulty, leading to objects or characters getting stuck in walls, terrains, or on each other. Let’s find out.

Texture 52
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

Indie game capsule reviews: Immortality, Wayward Strand, Cult of the Lamb, Betrayal at Club Low, Atuel

Radiator Blog

And among the video clips there's an awfully convenient ratio of raw behind the scenes rehearsal footage vs. expensive finished setpiece production footage -- which gets a sort of wink wink lampshading treatment, but still dispels a bit of the otherwise strong "this is how movies get made" magic for me. But also veganism?

Indy 52
article thumbnail

Optimize Vegetation Generation

Mnenad

Since the last post I’ve been working on the terrain’s vegetation.   Side note: Watch the clip in this link if you’re not familiar or just interested in understanding the difference between CPU and GPU. Step by step to dense vegetation and acceptable FPS. It was easy to set up and on low cost.

Mesh 52
article thumbnail

GSoC 2020 - Progress report #1

Mircosoft Game Dev

IK can be used to adjust already made animations, add secondary or complementary motion to existing animations, or even to make completely procedurally animated characters. Because the motions that IK creates is completely done in real-time, animations created via IK can be changed at any time.

Code 52