Remove Clipping Remove Data Remove Point and Click
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VFX Breakdown in Animation vs. Live-Action: Key Differences

Filmustage

The difference between animation and live-action VFX starts at their beginning points. Live-action productions must capture clean plates, handle green screen setups, and collect technical data for VFX integration. These facilities process huge amounts of data and often render millions of frames for one production.

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Cocos Creator 3.7.2 Focuses On Optimized Rendering And Lighting Capabilities

Cocos

See the documentation “Render Debugging - Run Time Using Render debugging”: [link] • When the node animates, add the tween ‘destroySelf’ method to destroy the front nodal point. Fixed an issue where Mesh objects created through MeshUtils.createMesh caused data anomalies. Skip rendering when the UI element Opacity is 0. Fixed Mat4.getRotation

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Godot Tactics RPG – 03. Input & Camera

The Liquid Fire

Setting Up Input Mapping I think the biggest things in Godot that are a bit different with input are that the mouse scroll wheel is considered a button click. One click for each ‘tick’ the wheel scrolls. The z position isn’t really needed for Orthogonal view, but if its set too close, we get some weird clipping.

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Like a Dragon Gaiden Won’t Launch: How I Made It Work

Game Errors

Right-click on your graphics card and choose Update driver. Right-click on Like a Dragon Gaiden and select Properties. Click on the Local Files tab. Click on Verify Integrity of Game Files. Right-click on the executable and select Properties. Click on the Compatibility tab. Click Apply and then OK.

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GSoC 2019 progress report #3

Mircosoft Game Dev

A right-click "popup" search menu was also added, and the sidebar was mostly moved to the top providing more room for the member list and the graph as well. Right-click menu. You can now right-click to bring up the Node Search menu. Graph unification. Port swapping. In-graph editable nodes. Visual Script tool script.

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GSoC 2019 progress report #1 (part 1)

Mircosoft Game Dev

This integration can further be used to create more in-depth interactions to a VCS like viewing file diffs right in the editor, committing code with a simple click, resetting to a previous state almost instantly without leaving the Godot editor. How does it look like? Coming up next. How it's like to work with Godot.

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The Economics of a 2D Adventure Today

Grumpy Gamer

Someone recently submitted a question asking what it would take to build a classic 2D point-n-click adventure today and would it be a viable business? 1) We're building a classic 2D point-n-click adventure game. The goal here is a class point-n-click adventure. Assumptions. Voice talent (non-union).

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