Remove Baking Remove Code Remove Prototyping
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Use Custom Render Pipeline to Enhance your Game Graphics - Guide to Cocos Cyberpunk Source Code

Cocos

It can be published to multi-platforms, such as Web, iOS, and Android This series of articles will provide an in-depth analysis of the source code from various perspectives to enhance the learning efficiency of learners. Full source code can be got for free: [link] The amazing graphics in Cocos Cyberpunk attracts many friends.

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

Mircosoft Game Dev

macOS: ARM64 build, code signing. Fabio Alessandrelli ( Faless ) has done a lot of work to enable running the Godot editor on the Web, using the same export code as for Godot-made games (since the Godot editor is developed 100% with the Godot API). macOS: ARM64 build, code signing. Platforms: Godot editor on the Web!

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Dev snapshot: Godot 3.2.4 beta 2

Mircosoft Game Dev

Improved Web editor prototype and AudioWorklet support for multithreaded HTML5 builds (new in 3.2.4 HTML5: Merged code for web editor prototype ( GH-42790 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ). Rewritten and greatly improved FBX importer (new in 3.2.4

Beta 52
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Dev snapshot: Godot 3.2.4 beta 3

Mircosoft Game Dev

Improved Web editor prototype and AudioWorklet support for multithreaded HTML5 builds. HTML5: Merged code for web editor prototype ( GH-42790 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ). Rewritten and greatly improved FBX importer. beta 3, only classical build for now).

Beta 52
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Dev snapshot: Godot 3.2.4 beta 1

Mircosoft Game Dev

HTML5: Merged code for web editor prototype ( GH-42790 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ). HTML5: Synchronous main, better persistence, handlers fixes, optional full screen ( GH-42266 ). HTML5: Move audio processing to thread when threads are enabled ( GH-42510 ).

Beta 52
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How to Use Unity Cinemachine Virtual Cameras

Game Designing

Coding camera angles for games and animation has been a pain … Until now. Before Unity Cinemachine, camera movement needed to be directly keyframed or, using code, had to be carefully scripted. You can even store cinematography data so it doesn’t need to be coded directly to the Unity camera you are currently using.

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Dev snapshot: Godot 3.2.4 beta 4

Mircosoft Game Dev

Improved Web editor prototype and AudioWorklet support for multithreaded HTML5 builds. HTML5: Merged code for web editor prototype ( GH-42790 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ). Rewritten and greatly improved FBX importer. HTML5: Add optional GDNative support ( GH-44076 ).

Beta 52