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Strategies for Optimizing Multiplayer Games in Unity

Logic Simplified

Lag, desync, and glitchesthe unholy trio that can kill a multiplayer game faster than a rage-quitting gamer smashing his keyboard! Ever wondered why some multiplayer games feel smooth and lag-free, while others frustrate players with constant glitches? Synchronization: Ensures that game states remain consistent across all clients.

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Cocos Creator 3.7.2 Focuses On Optimized Rendering And Lighting Capabilities

Cocos

Reduced GFX Buffer memory consumption for WeChat games in iOS 14 high-performance mode. Fixed an issue with Facebook instant games not starting. Editor • Support baking high-precision lighting maps to get a better baking effect. Improvements • Move the Light Bake entry from the top item settings menu to the panel menu. •

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Wishlist STARS REACH and its living world

Raph Koster

And from the video you might think that only applies to the terrain. On UO, we could only change the totals every 64 tiles, and we couldn’t reflect it visually at all, because the map was baked down and static). And like both games, crafting also uses these resource types and statistics. Unlike UO, they can change. (On

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Cocos Creator 3.7.3 comes with an update to Cocos Effect

Cocos

Game supports fixed step updates ● Support for Taobao Mini Games ● [XR] Added HEADTRACKING & PASSTHROUGH to XR build template ● [XR] Support for EYE RENDER END callback Fixes ● Fixed frame rate settings issue for high-refresh devices on the Web and optimized the stability of FPS using RAF. Fixed pre-backed AO calculation issue.

Terrain 52
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Optimize Vegetation Generation

Mnenad

Since the last post I’ve been working on the terrain’s vegetation. Another critical thought was that I want to batch the vegetation meshes and some other meshes on runtime while playing the game. I just toggled the “Baked Pivots” option in the shader to ON. Draw call batching. That’s it. When

Mesh 52
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Godot 3.0 is out and ready for the big leagues

Mircosoft Game Dev

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.

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The Depth Project

Game Design Advice

Last month I attended a conference on computational modeling in games in Banff. The question, in a nutshell – can we discover a well-defined property of game systems that corresponds, roughly, to what designers and players mean by “depth”? We are only looking at the very focused domain of game-as-problem.

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