This site uses cookies to improve your experience. To help us insure we adhere to various privacy regulations, please select your country/region of residence. If you do not select a country, we will assume you are from the United States. Select your Cookie Settings or view our Privacy Policy and Terms of Use.
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Used for the proper function of the website
Used for monitoring website traffic and interactions
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Strictly Necessary: Used for the proper function of the website
Performance/Analytics: Used for monitoring website traffic and interactions
This article will delve into the principles and code of the static occlusion culling solution in Cocos Cyberpunk. This approach enables our games to efficiently eliminate unseen static objects during rendering, reducing the rendering load and enhancing game performance. I hope to help you advance further in 3D game development.
For someone who didn’t know Cocos Cyberpunk, it is an open source 3D TPS (Third-person Shooter) game, developed by the Cocos Engine team, which can be published to iOS, Android and Web. Open the scene named scene-game-start and click on the preview button to run the game, you will see the following screen.
The purpose of developing Cocos Cyberpunk is to showcase the Cocos Engine’s ability to create complex 3D games on multiple platforms and to motivate the developers in Cocos community to learn game development. Today, I am thrilled to share with you an amazing 3D shooter game project that I think you’ll love.
Have you ever played a game with amazing graphics, but something just didn’t feel right? Bad lighting can make a game world feel dull and lifeless, while great lighting can make a game unforgettable by creating emotions, leading your exploration, and immersing you in a believable world. Baked Lighting.
What a year it has been, with the number of Godot submissions in game jams rising to new heights, more people working for the Godot Foundation than ever before , and most industry award shows featuring one if not more games made with Godot. And with that, the 2024 season comes to an end. A busy year inside the project as well.
Improve Culling: Portals (rewrite as polygon-based) and Rooms. The new GI probe implementation in Godot is a game changer, and gives Godot 3.0 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.
And we’ll do lots of baking: Lightmaps with multiple Scenes Navmesh data with multiple Scenes Occlusion Culling data with multiple Scenes Lesson 6 Video Transcript Hey there everyone. In the previous lesson, we added some UI to our game for the first time while creating this main menu of sorts.
This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. In order to benefit you should be moving your objects and running your game logic in _physics_process(). This ensures your game will run the same on all machines. back in 2020! if something that worked fine in 3.4.x
This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. In order to benefit you should be moving your objects and running your game logic in _physics_process(). This ensures your game will run the same on all machines. back in 2020! Android editor port ( GH-57747 ).
This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. In order to benefit you should be moving your objects and running your game logic in _physics_process(). This ensures your game will run the same on all machines. back in 2020! Android editor port ( GH-57747 ).
I have to admit it was frustrating to work with a machine that cannot handle much heavy calculations at once (my Macbook from 2011) from time to time, but on the other hand this forced me to get into optimizing the game very soon, what might become a good base for expanding the complexity in near future. Draw call batching.
This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. In order to benefit you should be moving your objects and running your game logic in _physics_process(). This ensures your game will run the same on all machines. back in 2020! Android editor port ( GH-57747 ).
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. In order to benefit you should be moving your objects and running your game logic in _physics_process(). This ensures your game will run the same on all machines. Two years ago (!),
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. In order to benefit you should be moving your objects and running your game logic in _physics_process(). This ensures your game will run the same on all machines. Two years ago (!),
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. In order to benefit you should be moving your objects and running your game logic in _physics_process(). This ensures your game will run the same on all machines. Two years ago (!),
x branch to develop and publish their games today , so it's important for us to keep giving Godot 3 users an improved gamedev experience. As such, most of the focus was on implementing missing features or bugfixes which are critical for publishing 2D and 3D games with Godot 3, and on making the existing features more optimized and reliable.
This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. In order to benefit you should be moving your objects and running your game logic in _physics_process(). This ensures your game will run the same on all machines. back in 2020! Read the updated docs for details.
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. In order to benefit you should be moving your objects and running your game logic in _physics_process(). This ensures your game will run the same on all machines. Two years ago (!),
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. In order to benefit you should be moving your objects and running your game logic in _physics_process(). This ensures your game will run the same on all machines. Two years ago (!),
x branch to develop and publish their games today, so it's important for us to keep giving Godot 3 users an improved gamedev experience. Most of work was aimed at implementing missing features or fixing bugs which are critical for publishing 2D and 3D games with Godot 3.x, This ensures your game will run the same on all machines.
The fix seems relatively safe but this will require heavy testing to make sure it doesn't regress - if you have 3D games using Bullet physics, please try this RC 2 and report any issue. The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime.
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. In order to benefit you should be moving your objects and running your game logic in _physics_process(). This ensures your game will run the same on all machines. Two years ago (!),
WebXR support for VR games. Input: Add mouse event pass-through support for the game window ( GH-40205 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ). Rendering: Various fixes to light culling ( GH-46694 ). VR: Add WebXR support for VR games ( GH-42397 ). MP3 loading and playback support.
WebXR support for VR games. Input: Add mouse event pass-through support for the game window ( GH-40205 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ). Rendering: Various fixes to light culling ( GH-46694 ). VR: Add WebXR support for VR games ( GH-42397 ). MP3 loading and playback support.
WebXR support for VR games. Input: Add mouse event pass-through support for the game window ( GH-40205 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ). Rendering: Various fixes to light culling ( GH-46694 ). VR: Add WebXR support for VR games ( GH-42397 ). MP3 loading and playback support.
Godot uses a considerably different approach to rendering (and rendering abstraction) than other, popular, game engines. Ability to completely reimplement all rendering code if desired, without changing the underlying game. As great as this is, though, only very high-end and high-budget games will really make use of it.
The new 3D renderer is state-of-the-art, with features rarely see in game engines today, such as: Full principled BSDF. Just set up the probe bounds and do a fast pre-bake of static objects. is the ability to export games coded in C#, as such it's not fully usable in production yet. It's also very easy to use.
Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Input: Fix game controllers ignoring the last listed button ( GH-48934 ). Lightmapper: Add an editor setting to configure number of threads for lightmap baking ( GH-52952 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ).
Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Input: Fix game controllers ignoring the last listed button ( GH-48934 ). Lightmapper: Add an editor setting to configure number of threads for lightmap baking ( GH-52952 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ).
Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Input: Fix game controllers ignoring the last listed button ( GH-48934 ). Lightmapper: Add an editor setting to configure number of threads for lightmap baking ( GH-52952 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ).
Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Input: Fix game controllers ignoring the last listed button ( GH-48934 ). Lightmapper: Add an editor setting to configure number of threads for lightmap baking ( GH-52952 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ).
As much as we love exciting new features, we also want to see people create games on the full spectrum of devices for everyone to enjoy. Last but not least, lightmaps baking is now done using the GPU to speed up the process significantly. Notably, Godot's global illumination systems have been remade from scratch in the new release.
We organize all of the trending information in your field so you don't have to. Join 5,000+ users and stay up to date on the latest articles your peers are reading.
You know about us, now we want to get to know you!
Let's personalize your content
Let's get even more personalized
We recognize your account from another site in our network, please click 'Send Email' below to continue with verifying your account and setting a password.
Let's personalize your content