Remove Baking Remove Build Remove Culling
article thumbnail

[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. That brings us to a highly cost-effective rendering performance optimization solution called (Static Occlusion Culling, SOC) implemented in Cocos Cyberpunk. Occlusion Culling Let’s start with the following figure.

Culling 52
article thumbnail

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.

Code 52
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

Cocos Cyberpunk Source Code - A Valuable Learning Resource for 3D Game Development

Cocos

It can be used as a useful learning resource for game development as well as a solid foundation for building new games. Reflection Probe Pre-baked Reflection Probe is an excellent technique to enhance the appearance of object’s surface without compromising on performance. The following items are most useful: 1.

article thumbnail

Dev snapshot: Godot 3.5 beta 2

Mircosoft Game Dev

alpha builds and maintenance releases for the stable branch ( 3.4.3 , 3.4.4 This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Anything behind the polygon will be culled from view. Mono build (C# support + all the above). It's already been 2 months since 3.5

Beta 52
article thumbnail

Dev snapshot: Godot 3.5 beta 4

Mircosoft Game Dev

alpha builds , we're trying to release 3.5 beta builds every other week to ensure that new features can be tested, bugs can be reported and bugfixes can be validated. In this build, we also built it for 32-bit platforms (armv7 and x86) as there was some demand for it, so you'll find the APK is a bit heavier. Like with 4.0

Beta 52
article thumbnail

Dev snapshot: Godot 3.5 beta 3

Mircosoft Game Dev

alpha builds , we're trying to release 3.5 beta builds every other week to ensure that new features can be tested, bugs can be reported and bugfixes can be validated. This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Mono build (C# support + all the above).

Beta 52
article thumbnail

Dev snapshot: Godot 3.5 beta 5

Mircosoft Game Dev

alpha builds , we're trying to release 3.5 beta builds every other week to ensure that new features can be tested, bugs can be reported and bugfixes can be validated. This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Mono build (C# support + all the above).

Beta 52