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Building a City Driving Game with the Untold Engine - Part I

Harold Serrano

For example, the engine does not have any culling mechanism. However, for this to happen, I need to make the game educational so that my wife approves of it. So, what issues did find? Even though the setup took a few minutes, I saw problems right away. Loading times were too long and Z-fighting was apparent. Stay tuned for part-II

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[Tutorial]Static-Occlusion-Culling, A great solution for improving culling performance during rendering - Guide to Cocos Cyberpunk Source Code

Cocos

This article will delve into the principles and code of the static occlusion culling solution in Cocos Cyberpunk. That brings us to a highly cost-effective rendering performance optimization solution called (Static Occlusion Culling, SOC) implemented in Cocos Cyberpunk. Occlusion Culling Let’s start with the following figure.

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Advanced GPU optimization techniques in Unity 6 • Insights from Unite 2024

PreMortem.Games

Unity’s Frustum Culling and Depth Rejection techniques help reduce the amount of geometry processed by discarding objects outside the camera’s view or hidden by others. GPU Occlusion Culling adds another layer of optimization by skipping objects that are occluded by other elements in the scene, thus reducing unnecessary vertex processing.

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Delores Source Code Released!

Grumpy Gamer

I also uploaded the dev build of the Delores engine (including the complete debugger) so you can run all your edits and changes. Delores had/has two full-time paid testers and before any build was uploaded to a store, it got a good deal of testing around the fix, plus a complete play through of 30 photos was required on each platform.

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Delores Source Code Released!

Grumpy Gamer

But wait… don’t hit the back button yet… I also uploaded the dev build of the Delores engine (including the complete debugger) so you can run all your edits and changes. If we broke a store build, it would be hours of tech support emails. Releasing a build going to manufacture was nerve wracking and very expensive.

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Puzzle Dependency Charts

Grumpy Gamer

Let's build one! Let's build it back a little more. I like doing this because it gives players a sense of completion, and they can also file a bunch of knowledge away and (if need) the inventory can be culled). They do not generally include story beats unless they are critical to solving a puzzle. There is nothing (NOTHING!)

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In regard to the vertical slice. Do studios work on/produce it to pitch a game or is it used as a milestone to reassure the money people that the game is progressing? (or both)?

Ask a Game Dev

It typically signals the end of preproduction and the transition to production - we're no longer going to spend time coming up with any more major new ideas for game systems because we're committing to what we have and building those systems out.

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