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Use Custom Render Pipeline to Enhance your Game Graphics - Guide to Cocos Cyberpunk Source Code

Cocos

This article will discuss the new feature of Cocos Creator, Custom Render Pipeline(CRP), and demonstrate how to apply the custom render pipeline already written in Cocos Cyberpunk to your own project. Most of them are asking: How to apply the Custom Render Pipeline in Cocos Cyberpunk to my own project. component onto the node.

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How Cookie Run Bakes its Monster Revenue

Deconstructor of Fun

The game won over millions of gamers with the adorable Cookie characters and a perfect mashup of RPG and Build & Harvest mechanics. As a mobile game, how did Cookie Run: Kingdom accomplish this through its gameplay mechanics? On top of that, the game keeps a guaranteed mechanism to protect the experience of “unlucky” players.

Baking 52
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2024 Cherry-picks

Mircosoft Game Dev

Backpack Battles Backpack Battles decided to make inventory management the main game mechanic. There is just something about the frustratingly fun mechanics of Arctic Eggs that captured quite an audience who are we to judge your taste? Turn-based mechanics and an RPG flavor round off the experience.

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

Cocos

The latest release includes some of the most highly anticipated features, such as Custom Render Pipeline , Light Probe , Reflection Probe and LOD. Kylin: Do you use the Custom Render Pipeline that is available with Cocos Creator v3.7? Forward and Deferred Render Pipeline has been implemented in the project.

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Little Racer – 3D Art

The Knights of Unity

We tried to solve this issue with Unity’s Line Renderer, but that tool doesn’t allow to do it properly. All of the moving obstacles have implemented different mechanics, that make player behave in a certain way. Some problems came up with turns and loops, but the hardest part was to create even spaces between lines.

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The next big step: Godot 4.0 reaches Beta

Mircosoft Game Dev

We know many users are excited about the coming improvements to 2D and 3D rendering in 4.0. Over the last few years we have completely overhauled the Godot renders. They now target Vulkan by default and we have created them with future support for Direct3D 12 and other rendering APIs in mind. We haven’t forgotten about 2D.

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GSoC 2019 progress report #1 (part 2)

Mircosoft Game Dev

This means having lots of lights no longer creates a performance hit on the rendering pipeline, since all we need to do is sample a single texture and we get the amount of light coming from all light sources. Currently, the mechanism to traverse from scene to scene, as well as ensure that the scene files are valid, is complete.