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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. Cocos Cyberpunk is a complete open-source TPS 3D game developed by the Cocos Engine official team to showcase the engine’s capabilities in creating heavy 3D games and to boost the community’s learning motivation.

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Godot for AA/AAA game development - What's missing?

Mircosoft Game Dev

using data oriented algorithms to process the culling of objects and both secondary command buffers and automatic batching to efficiently submit the draw primitives. Often developers need to implement rendering techniques, post processing effects, etc. The compatibility backend is based on OpenGL ES 3.0 / OpenGL 3.3 / WebGL 2.0

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

PreMortem.Games

At Unite 2024, Unity’s development team introduced a series of advanced GPU optimization techniques aimed at improving rendering performance across various platforms. Whether you are developing for high-end PCs, consoles, or mobile devices, these methods are critical for delivering visually rich, smooth-running applications.

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

Harold Serrano

As stated in my previous post , my goal is to improve the robustness of the Untold Engine by focusing on developing various games. So, I decided to develop one. Such mechanics would be perfect for testing the collision system, which I have yet to develop. For example, the engine does not have any culling mechanism.

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

Cocos

The purpose of developing Cocos Cyberpunk is to showcase the Cocos Engine’s ability to create complex 3D games on multiple platforms and to motivate the developers in Cocos community to learn game development. It can be used as a useful learning resource for game development as well as a solid foundation for building new games.

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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

The vertical slice is a big milestone in a game's development because it shows the entire game coming together in a cohesive play experience. This also gives them a good idea of how much longer the game will take to build, how the game will fit in with the rest of the publisher's release schedule, and how it will sell.

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Anylysis • The games industry is thriving, so why lay off 8,000 people?

PreMortem.Games

Developer Epic Games fires 830 people this year. The Swedish games conglomerate is in the midst of a bloody restructuring and has been culling its personnel expenses. ’ source: videogamelayoffs.com Overhead is generally the largest expense on the books of any development outfit or publisher. Top image: Fortnite.