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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.
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.
Using it to check on Godot game development streamers resulted in this funny compilation both the content creators and their viewers expressed happiness that the communities they had built were being recognized by us. The PvP auto-battler with a medieval fantasy theme has quickly gained popularity with content creators!
Doing it before starting the actual game would mean to already generate all the content that needs to be batched at the beginning, which is no solution for a theoretically “endless procedurally generated” terrain. I just toggled the “Baked Pivots” option in the shader to ON. That’s it. When
It was reusing parts of the code for baking GIProbes, and that made it quick but not great in terms of quality. Also, the new lightmapper brings support for denoising using Open Image Denoise , which results in better-looking lightmaps in the same bake time range. Various light culling fixes. New CPU lightmapper.
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. The new container types are especially useful for dynamic content on different window sizes. Anything behind the polygon will be culled from view. This should show up initially as a quad.
It's a long read, so here's a table of contents to easily get to a specific section: New physically based 3D renderer. Just set up the probe bounds and do a fast pre-bake of static objects. will bring a new and more powerful animation tree, modern occlusion culling, improved rendering and a GLES 2.0 As mentioned above, 3.0
You may have already seen some of this content on social media, in blog posts, or in alpha release notes. We also reached out to content creators from the Godot community and got two very nice videos from FinePointCGI and Bramwell covering what Godot 4.0 In this article we highlight some of the new features we are most excited about.
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