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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. •

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Cocos Creator 3.7.3 comes with an update to Cocos Effect

Cocos

Fixed bone animation texture size error on some platforms that don’t support float point texture format. 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.

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New improvements for GPUParticles in Godot 4.0

Mircosoft Game Dev

Additionally, a 3D vector field texture can be provided for use with vector fields generated in Maya or other tools. 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.

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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

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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. 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. Still, Godot 3.0

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