Remove Baking Remove Build Remove Code
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Dev snapshot: Godot 4.4 beta 1

Mircosoft Game Dev

If you are interested in the latter, please request to join our testing group to get access to pre-release builds. Weve unified the code to make sure it works the same on both platforms, and weve fixed some bugs. This has been a major limitation in both the quality of lightmap baking and the ergonomics of the lightmap baking workflow.

Beta 107
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Strategies for Optimizing Multiplayer Games in Unity

Logic Simplified

However, building a well-optimized multiplayer game comes with several challenges which any Unity game development company worth its weight will know how to overcome. Optimization Strategies: Static Batching unites several stationary game elements into a single GPU drawing operation (such as terrain together with buildings).

Games 78
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Key Algorithmic Tricks for Match 3 Game Development

Logic Simplified

Building a Match 3 game that feels good isn’t just about flashy visuals. Underneath all those colourful tiles is a stack of code that needs to pull serious weight - fast match checking, smooth tile drops, and a difficulty curve that keeps people playing “just one more level”. Those small wins build momentum. Sounds simple?

Tile 59
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2024 Cherry-picks

Mircosoft Game Dev

Of Life and Land Build your own settlements in Of Life and Land and experience different maps, scenarios, and rich simulations. Build relationships, play minigames, use social media, and most importantly: solve the mystery at hand. By the end of the campaign, almost 4,000 cuddly coding companions were headed towards new homes.

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

Cocos

This article will delve into the principles and code of the static occlusion culling solution in Cocos Cyberpunk. This series of articles will analyze the source code from various perspectives to improve your learning efficiency. The fastest way to render a model is not to render it at all. real-time culling and offline culling.

Culling 52
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Creating a Build Environment on AWS with Incredibuild

AWS Games

Game developers often need to compile large amounts of C++ code, which requires lots of CPU resources, and developers also need to process other types of heavy compute tasks such as; shader compilation, rendering, asset creation, image conversion, lightmap baking and more. Operating the build environment.

Agent 69
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Project Structure - Guide to Cocos Cyberpunk Source Code

Cocos

2、LightFX The lightmaps generated by the Lightmap Baking System will be automatically stored in this folder, and there is no need to manually modify the contents inside it. 5、scene The cube textures produced by the Reflection Probe baking system will be automatically saved in a folder specific to each scene. and gpu-mobiles.ts.

Code 52