article thumbnail

Cocos Creator 3.7.2 Focuses On Optimized Rendering And Lighting Capabilities

Cocos

Editor • Support baking high-precision lighting maps to get a better baking effect. When the user turns on high-precision lightmap baking, 16-bit colors are used instead of 8-bit colors, and AO channels are baked separately. Improvements • Move the Light Bake entry from the top item settings menu to the panel menu. •

Render 52
article thumbnail

Cocos Creator 3.7.3 comes with an update to Cocos Effect

Cocos

Fixed the terrain as too dark, caused by the lighting calculation issue in the builtin-terrain material. Fixed crash issue when baking high-precision Lightmap for the terrain. . ● Fixed Planar Shadow not showing when GPU INSTANCING is enabled. Fixed Toon shader data issue on iOS Wechat.

Terrain 52
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

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). Like UO, every “tile” knows what materials it is. Unlike UO, they can change. (On

article thumbnail

New improvements for GPUParticles in Godot 4.0

Mircosoft Game Dev

Baked SDF Collision. It bakes an area of a custom resolution as a signed distance field. This type of collision works over a large area and is ideal for terrain, as well as for excluding rain, snow, smoke, etc. They are dynamic and can be moved around in real-time, colliding with any particle system which matches the cull mask.

article thumbnail

You Have No Idea How Hard It Is To Run A Sweatshop, Part 1

Designer Notes

With Offworld Trading Company, because the game had random maps, each game started with a short exploration phase where you scan the map and found your colony with only part of the terrain revealed. Much of game design is determined by constraints which are out of the hands of the developers.

article thumbnail

Optimize Vegetation Generation

Mnenad

Since the last post I’ve been working on the terrain’s vegetation. Doing it before starting the actual game would mean to already generate all the content that needs to be batched at the beginning, which is no solution for a theoretically “endless procedurally generated” terrain. That’s it. When

Mesh 52
article thumbnail

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. Still, this workflow is easy and efficient as 3D objects get a second set of UVs generated on import, and baking works with instantiated meshes, scenes and even GridMaps. Both indirect light and voxel reflections are provided by this technique.

Render 52