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Strategies for Optimizing Multiplayer Games in Unity

Logic Simplified

Through Occlusion Culling the performance improves due to effective rendering of objects which extend past visible camera range. Open-world multiplayer games experience smooth performances when they implement LOD together with occlusion culling systems. Proper memory management ensures smooth, stutter-free multiplayer gameplay.

Games 78
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Maintenance release: Godot 4.4.1

Mircosoft Game Dev

Animation: Fix console errors and crash in cleanup code for PhysicalBoneSimulator3D ( GH-103921 ). Animation: Fix missing process_state error in blend spaces ( GH-104018 ). Animation: Fix rest translation space in LookAtModifier3D ( GH-104217 ). Audio: Set interactive music streams as meta streams ( GH-104054 ). release.

Render 86
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Release candidate: Godot 4.4.1 RC 2

Mircosoft Game Dev

Animation: Fix console errors and crash in cleanup code for PhysicalBoneSimulator3D ( GH-103921 ). Animation: Fix rest translation space in LookAtModifier3D ( GH-104217 ). XR: Correct occlusion culling viewport location calculation when projection uses asymmetric FOV ( GH-104249 ). This release is built from commit abef5e0d2.

Bug 76
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Godot for AA/AAA game development - What's missing?

Mircosoft Game Dev

using data oriented algorithms to process the culling of objects and both secondary command buffers and automatic batching to efficiently submit the draw primitives. Several other areas got improvements, like the editor (which has been vastly reworked), UI system, multiplayer, navigation, audio, animation, etc. A lot more.

AAA 145
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Dev snapshot: Godot 4.0 beta 11

Mircosoft Game Dev

This beta includes a few big changes which may interest a lot of users: Animated sprites, both 2D and 3D, now support options for more precise timing of individual frames ( GH-65609 ). Animation: Add animation_started/finished signals to AnimationTree and fix time accuracy in StateMachine ( GH-70278 ).

Beta 106
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Project Structure - Guide to Cocos Cyberpunk Source Code

Cocos

1、 Comprehensive TPS gameplay framework 2、 A reusable implementation of Custom Render Pipeline 3、 Forward & Deferred Rendering, PostProcessing 4、 Usage of Reflection Probes 5、 Static Occlusion Culling 6、 Compatible with High-end, Mid-end and Low-end devices In this article, we will locate the files that correspond to the features above.

Code 52
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Dev snapshot: Godot 4.0 beta 11

Mircosoft Game Dev

This beta includes a few big changes which may interest a lot of users: Animated sprites, both 2D and 3D, now support options for more precise timing of individual frames ( GH-65609 ). Animation: Add animation_started/finished signals to AnimationTree and fix time accuracy in StateMachine ( GH-70278 ).

Beta 81