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Mainly I focused on generating grass that bends in the wind and some fern like plants, but what comes next is usable for all kind of meshes. Batching means to combine mesh objects that share the same material or that are marked as static in the Unity inspector. In my case I had terrible FPS with just some thousand mesh instances.
With CSG, a game can be developed almost entirely without relying on 3D environment artists, only for that content to be filled in the end when gameplay is already working. Mesh (can use any custom geometry). Custom meshes. Any mesh can be used for CSG, this makes it easier to implement some types of custom shapes.
I finished integrating Embree into the engine's build system and also added a simple ray tracing API that allows for defining a set of meshes and perform ray intersection tests among them. Initially I intended to have transitions and clips tied together, however after discussions with my mentor I decided it would be best if they are separate.
Thanks to the Cocos Cyberpunk team, I can finally share this content. Main Content Some problems seem complicated, but as long as you see through the essence of things, they will be easy to solve. The above words may have seemed too abstract, let’s get straight to the point, the main content of this article.
Editor: Make texture preview filter setting content aware ( GH-67426 ). Physics: Optimized support function for large meshes ( GH-64382 ). Rendering: Improve behaviour of clip_children by clipping to parent alpha value but still retaining parent color ( GH-67043 ). Editor: Added custom Node export ( GH-67055 ).
Editor: Make texture preview filter setting content aware ( GH-67426 ). Physics: Optimized support function for large meshes ( GH-64382 ). Rendering: Improve behaviour of clip_children by clipping to parent alpha value but still retaining parent color ( GH-67043 ). Editor: Added custom Node export ( GH-67055 ).
CONTENT WARNING: Some of the screenshots have some CG nudity in them. About my splitting tech: I didn't manually model pre-split meshes, it's all dynamic via shader. When the axe animation reaches 100%, I set a clipping plane (by Ronja) on the target object, then duplicate it with a reversed clipping plane. It is "NSFW".
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