Remove Asset Remove Baking Remove Clipping
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[Tutorial]Static-Occlusion-Culling, A great solution for improving culling performance during rendering - Guide to Cocos Cyberpunk Source Code

Cocos

Tips : Some people may not be able to distinguish between culling and clipping, here is a brief explanation. Clipping : Refers to cutting off the parts that are outside the boundary, leaving only the parts inside the boundary. Bake : Click to bake. property get bake () { return false; } set bake (v) { this._startBake();

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The Kristala Dev Blog - Issue #21

Astral Clock Tower Studios

3D Asset Design. As has been the case for the past couple months, 3D Asset Designer, Nick, has steadily been chipping away at the long list of models he's working on that will be used to help detail our Nasahara Ruins level. We've got a lot of awesomeness to share with you today, so let's get right to it, shall we?

Dev 52
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Optimize Vegetation Generation

Mnenad

  Side note: Watch the clip in this link if you’re not familiar or just interested in understanding the difference between CPU and GPU. Therefor I bought a product from Unity’s Asset Store called Runtime Mesh Batcher (Which seems no longer to be available). It was easy to set up and on low cost. That’s it. When

Mesh 52
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The Kristala Dev Blog - Issue #35

Astral Clock Tower Studios

Kristala does feel like a traditional indie Soulslike game in many ways, but we've also lovingly baked in a ton of elements that will appeal to fans of other genres too. Once she'd finished with the steps for Dalamase, Bianca then started working on some assets that will be featured in the Nisarga clan's capital city of Nisar.

Dev 52
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The Kristala Dev Blog - Issue #27

Astral Clock Tower Studios

3D Asset Design. With the first variant completely finished, Bianca was able to get a successful bake for the second model this month before moving onto the base sculpt for the final rat and armor. For now, let's leave reality behind and take a step into the dark fantasy world of Kristala. link] Programming.

Dev 52
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Call of Duty: Online is dead. Long live Call of Duty: Online!

Deconstructor of Fun

Both games were incredibly successful and powered by humongous content machines that could deliver maps, weapons, modes, and items at a regular cadence, thanks to a combination of large teams and a low bar for asset fidelity and design complexity.

Content 52