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A gift from the Cocos Engine team Even more surprising, the Cocos Engine team has released a 3D TPS game demo called called Cocos Cyberpunk to demonstrate that Cocos Creator 3.7 Static Occlusion Culling The fastest way to render an object is to simply not render it. The team welcomes your feedback and is happy to assist you.
Rendering: Portal occlusion culling. Other areas: Animation "reset" track. Portal occlusion culling. Up till now a significant missing feature in the renderer has been the ability to cull (prevent rendering) objects that are within the camera view, but occluded by another object (for instance a wall).
The multiplayer demos have been updated with this change, and you’ll find a new reference implementation for WebSocketServer and WebSocketClient nodes in GDScript that should ease the transition to the new API. Animation: Add animation slices for individual animations ( GH-40274 ).
The multiplayer demos have been updated with this change, and you'll find a new reference implementation for WebSocketServer and WebSocketClient nodes in GDScript that should ease the transition to the new API. Animation: Add animation slices for individual animations ( GH-40274 ).
The illustration picture for this article is a screenshot of Wojtek Pe 's Forest scene demo made in Godot 4.0 Several new optimization techniques are also at your disposal, such as occlusion culling , automatic mesh LOD , and manual HLOD using visibility ranges , made possible by Joan Fons ( JFonS ), and Juan. beta 1 now! What's new?
If you just need to batch once or twice during runtime even a high number of objects (in a demo scene he uses 10k mesh objects) the FPS will increase immensely with the code provided by Mr. Dimitrov, but if you do it over and over again I recommend MeshCombineStudio. This was recorded during the batching process. That’s it. When
It is possible to either import a scene as a single file, or to split it into multiple instantiated subscenes, keep materials, meshes and animations external, etc. Here is an example using the older 3D platformer demo: VR support. The 3D asset workflow has also seen great improvements. Changes to resources can also be merged.
Web editor running the "Ninja Adventure" demo from the eponymous CC0 asset pack by Pixel-Boy and AAA. Various light culling fixes. As always, it is possible to revert to the legacy renderer by turning off batching in project settings. New CPU lightmapper. Improved PCF13 shadow rendering in GLES2 by using a soft PCF filter.
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