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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. 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.

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Joan Fons is hired to work on Godot's rendering

Mircosoft Game Dev

Here you can see some screenshots: Comparison between no indirect lighting (top), and baked indirect lighting (bottom) in the TPS demo. Cornell box test using baked indirect lighting. My first task will be integrating an occlusion culling system into the new Vulkan renderer. Scene by NHodgesVFX. finish line.

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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.

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New improvements for GPUParticles in Godot 4.0

Mircosoft Game Dev

They are dynamic and can be moved around in real-time, colliding with any particle system which matches the cull mask. Baked SDF Collision. It bakes an area of a custom resolution as a signed distance field. Still, for complex interiors, creating all the collisions with boxes and spheres can be a hassle.

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

Cocos

Reflection Probe Pre-baked Reflection Probe is an excellent technique to enhance the appearance of object’s surface without compromising on performance. Static Occlusion Culling The fastest way to render an object is to simply not render it. Static Occlusion Culling The fastest way to render an object is to simply not render it.

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Godot's new renderer, progress report #3

Mircosoft Game Dev

Improve Culling: Portals (rewrite as polygon-based) and Rooms. It must be pre-baked for dynamic scenario geometry, but it offers support for full dynamic lights and dynamic objects. Implement post process effects: DOF Blur, Bloom and Tone Mapping. TODO for Milestone #4 (January 2017). Add Layered/Stencil rendering. Implement Decals.

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Dev snapshot: Godot 3.5 beta 2

Mircosoft Game Dev

This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Following on from the addition of OccluderShapeSphere in 3.4 , lawnjelly now brings us a more adaptable and easy way to add basic occlusion culling in the form of the OccluderShapePolygon. back in 2020!

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