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Integrating 2D and 3D Art: Creating Cohesive Game Worlds 

iXie gaming

Unified Texturing and Color Grading Visual coherence hinges on color and texture harmony. Coupled with atmospheric effects like drifting fog and animated foreground flora, the game delivers subtle yet powerful depth cues that enhance immersion without overwhelming the player.

Art
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Temporal tricks and narrative turns in Kaleidoscube’s time-bending adventure Recur

PreMortem.Games

The team experimented with textures early on but ultimately landed on a hybrid approach. Influences ranged from their own previous work to boundary-pushing animation in cinema. “Of For outreach, the team leans on social platforms: “We are doing our little marketing clips on TikTok and Instagram which are performing really well.”

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Creating Your First 3D Character Animation in Unity 

iXie gaming

The ability to imbibe emotions into the animation and produce an immersive visual experience is achieved through the Unity game engine, the choice of 61% of developers surveyed using it, and the second most popular choice as a mobile ad network. This makes it easier to identify and animate objects in Unity.

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[Ask CC 3.8] AnimationClip change old size when changed Frame

Cocos

My code works, but I’m having problems, even though I updated its size to 48x48 (the images for animation are 96x96). height = 48; let animation = node.addComponent(Animation); let clip = AnimationClip.createWithSpriteFrames(arr, 60); clip.wrapMode = loop ? However, when I start animationClip, its size returns to 96x96.

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[CC 3.8.1] AnimationClip.createWithSpriteFrames not working

Cocos

this is images of my code: let getImg = async (name : string, path : string = 'int04') => { return new Promise((res,fai) => { cc.resources.load(path+"/"+name+"/spriteFrame", cc.spriteFrame ,(err, texture) => { res(texture); }); }) } let createAnimationArray = async(parent, list: any, speed:number = 0.1,

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Atlas support returns to Godot 3.2

Mircosoft Game Dev

In cases where a lot of objects need to be drawn, having them all share the same texture (or material) may reduce draw calls or state changes. When working on tile-sets, it's normal to have everything already drawn to a single texture but if the level uses a lot of separate images, then using an atlas may make sense to improve performance.

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Godot's 2D engine gets several improvements for upcoming 4.0

Mircosoft Game Dev

Additionally, all 2D shadows and light textures use a single atlas, resulting in improved performance. the new CanvasTexture texture type has been introduced. x is that, several times, sprites are separated in many nodes in order to be animated or assembled. 2D Masking / Clipping. Improved 2D materials. For Godot 4.0,