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Strategies for Optimizing Multiplayer Games in Unity

Logic Simplified

However, building a well-optimized multiplayer game comes with several challenges which any Unity game development company worth its weight will know how to overcome. Optimization Strategies: Static Batching unites several stationary game elements into a single GPU drawing operation (such as terrain together with buildings).

Games 71
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Release candidate: Godot 4.4.1 RC 2

Mircosoft Game Dev

If you are interested in the latter, please request to join our testing group to get access to pre-release builds. Rendering: Fix Metal handling of cube textures; assert equal dimensions ( GH-104341 ). XR: Correct occlusion culling viewport location calculation when projection uses asymmetric FOV ( GH-104249 ).

Bug 76
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Maintenance release: Godot 4.4.1

Mircosoft Game Dev

Buildsystem: Android: Fix build with disable_3d ( GH-103523 ). GUI: Use Viewport s default texture filter/repeat in GUI tooltips ( GH-103636 ). Rendering: Fix Metal handling of cube textures; assert equal dimensions ( GH-104341 ). Audio: Set interactive music streams as meta streams ( GH-104054 ). GUI: Label: Fix min.

Render 86
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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. The most common types of streaming are: Texture streaming : All textures are loaded in a tiny size by default. Rendering is significantly more efficient in Godot 4.0,

AAA 145
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Realistic Lighting in Justice with Mesh Shading

Nvidia

It lacks the ability to process mesh in a coarser grain than triangle, like meshlet culling. The underlying idea of the algorithm is, in the first place, to do culling, then draw the effective parts of mesh. With MeshShaders, the culling algorithms we use can be of great flexibility.

Mesh 52
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Project Structure - Guide to Cocos Cyberpunk Source Code

Cocos

1、 Comprehensive TPS gameplay framework 2、 A reusable implementation of Custom Render Pipeline 3、 Forward & Deferred Rendering, PostProcessing 4、 Usage of Reflection Probes 5、 Static Occlusion Culling 6、 Compatible with High-end, Mid-end and Low-end devices In this article, we will locate the files that correspond to the features above.

Code 52
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Dev snapshot: Godot 4.0 beta 5

Mircosoft Game Dev

Rendering: Added Viewport canvas cull mask feature ( GH-52350 ). Rendering: Add texture reading code to OpenGL3 renderer for web and mobile ( GH-68138 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDExtension).NET NET 6 build (C#, GDScript, GDExtension).

Beta 99