Remove Animation Remove Culling 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). Through Occlusion Culling the performance improves due to effective rendering of objects which extend past visible camera range.

Games 78
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Dev snapshot: Godot 4.0 beta 3

Mircosoft Game Dev

Animation: Add animation slices for individual animations ( GH-40274 ). Editor: Allow right-click to erase TileSet terrains and TileMap autotiles ( GH-65903 , GH-66656 ). Rendering: Vulkan: Fix culling of negatively-scaled objects ( GH-67176 ). 2D: Add rotation smoothing to Camera2D ( GH-65776 ).

Beta 52
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Dev snapshot: Godot 4.0 beta 3

Mircosoft Game Dev

Animation: Add animation slices for individual animations ( GH-40274 ). Editor: Allow right-click to erase TileSet terrains and TileMap autotiles ( GH-65903 , GH-66656 ). Rendering: Vulkan: Fix culling of negatively-scaled objects ( GH-67176 ). 2D: Add rotation smoothing to Camera2D ( GH-65776 ).

Beta 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

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. This new implementation is based on Tiled Editor 's Terrains and is fully compatible with previous TileSets. The 3D asset workflow has also seen great improvements.

Render 52