Remove Asset Remove Culling Remove Lightmap
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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. It means that assets are pulled from disk on demand (loaded only at the time they are needed), rather than as a part of a larger stage. Additionally, Godot 4.0

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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.

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Godot 3.0 is out and ready for the big leagues

Mircosoft Game Dev

It brings a brand new rendering engine with state-of-the-art PBR workflow for 3D, an improved assets pipeline, GDNative to load native code as plugins, C# 7.0 New asset workflow. No lightmaps or anything of the sort are required, providing a very quick and efficient workflow. has changed how the assets pipeline work.

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Godot 3.3 has arrived, with a focus on optimization and reliability

Mircosoft Game Dev

Web editor running the "Ninja Adventure" demo from the eponymous CC0 asset pack by Pixel-Boy and AAA. The biggest difference with the old lightmapper is that the new one features proper path tracing, which results in better looking lightmaps. Various light culling fixes. More rendering improvements.

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Dev snapshot: Godot 3.4 beta 6

Mircosoft Game Dev

Android: Add initial support for Play Asset Delivery ( GH-52526 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Android: Add initial support for Play Asset Delivery ( GH-52526 ). Lightmapper: Add an editor setting to configure number of threads for lightmap baking ( GH-52952 ).

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Release candidate: Godot 3.4 RC 1

Mircosoft Game Dev

Android: Add initial support for Play Asset Delivery ( GH-52526 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Android: Add initial support for Play Asset Delivery ( GH-52526 ). Lightmapper: Add an editor setting to configure number of threads for lightmap baking ( GH-52952 ).

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Release candidate: Godot 3.4 RC 2

Mircosoft Game Dev

Android: Add initial support for Play Asset Delivery ( GH-52526 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Android: Add initial support for Play Asset Delivery ( GH-52526 ). Lightmapper: Add an editor setting to configure number of threads for lightmap baking ( GH-52952 ).

Mesh 52