Remove Baking Remove Code Remove Data
article thumbnail

Exploring How Coding Concepts Can Be Applied to Real-Life Situations

Real Programming

Likewise, learning how to write code can help kids in several unexpected ways. Let’s check out some ways that content from our coding classes can be applied in real-life situations. In other words, parents want their children to have healthy habits of mind which learning to code promotes.

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. 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
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

Introducing the new "last minute" lightmapper

Mircosoft Game Dev

The solution to these problems is to add support for a more traditional lightmapper (pre-baked light texture). Lightmapper looks pretty nice: Of course, GIProbe still has the advantages of being real-time, easier to set up (no unwrap or bake), supports rough refletions (which look great), and light affects dynamic objects more accurately.

article thumbnail

Cocos Creator 3.8 Post-Process Shader Writing (2/2) Advanced

Cocos

If we want to support more complex Shaders, such as Blur, Depth of Field, and other effects, we need to work with the code to build it. Create a new TS script file named “GaussianBlur.ts” and enter the following code. There is no effect because the corresponding rendering code has not yet been implemented. blitScreen(0).version();

Shaders 98
article thumbnail

Navigation Server for Godot 4.0

Mircosoft Game Dev

Runtime navigation mesh baking. Now the NavigationRegion can be added during gameplay, and it's possible to change its transform or even bake the navigation mesh data at runtime. Remember to hit the button Bake NavMesh to bake the navigation data, as you used to do in 3.x! Collision avoidance support.

Agent 52
article thumbnail

Cocos Creator 3.8.2 LTS has been released!

Cocos

Refactored OpenHarmoney platform layer NAPI adaptation code. Fixed an issue where the native platform bundled the code of the gfx webgl/webgl2 backend. Fixed the issue where bundle configuration was imported, and missing scene data in the bundle was not automatically completed. Object pool enabled for the web pipeline.

Baking 40
article thumbnail

NVIDIA Research: Learning and Rendering Dynamic Global Illumination with One Tiny Neural Network in Real-Time

Nvidia

They overcome the limited realism of pre-computing “baked” lighting in dynamic worlds and simplify an otherwise tedious lighting design process. It handles fine-scale textures such as albedo, roughness, or bump maps, and scales to large, outdoor environments neither requiring auxiliary data structures nor scene parameterizations.