Remove Baking Remove Culling Remove Lightmap
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Joan Fons is hired to work on Godot's rendering

Mircosoft Game Dev

release, and should make lightmaps a viable option for 3.2. 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. Scene by NHodgesVFX. finish line. 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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Lesson 6: Game Mode, Play Mode, and Scenes

Game Designing

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. Welcome back to another Unity tutorial.

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Setting the Mood: Exploring Lighting and Mood in Game Art 

iXie gaming

Baked Lighting. Optimize your lighting by using techniques like Levels of Detail (LODs) and culling. A fast method for calculating lighting in big, open spaces where traditional methods would be too slow. Pre-computes lighting and stores it, making the game run faster but limiting changes in lighting. Light Probes. Texture Compression.

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

Mircosoft Game Dev

It was reusing parts of the code for baking GIProbes, and that made it quick but not great in terms of quality. The biggest difference with the old lightmapper is that the new one features proper path tracing, which results in better looking lightmaps. Various light culling fixes. New CPU lightmapper.

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Godot 3.0 is out and ready for the big leagues

Mircosoft Game Dev

Just set up the probe bounds and do a fast pre-bake of static objects. No lightmaps or anything of the sort are required, providing a very quick and efficient workflow. For low-end systems or mobile devices, we provide a more classical lightmapping workflow. It's also very easy to use. Help make Godot better!

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