Remove Clipping Remove Development Remove Mesh
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Cocos Creator 3.8.5 forum version

Cocos

Developers must ensure necessary Wasm modules are loaded before use. Incorrect mesh instanced attribute handling for INT type attributes. Clipping module now supports linked flags, such as manual loading of Spine. Rendering pipeline improvements : Added support for PipelinePass in the new pipeline.

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Creating Your First 3D Character Animation in Unity 

iXie gaming

Imagine developing a character of your choice and rendering it with actions and movements that breathe life into your world of storytelling. It also acts as an Integrated Development Environment (IDE) that assists developers with all the 3D animation tools required for game development on a single platform.

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Ask a Game Dev - Untitled Article

Ask a Game Dev

There are two main issues with visualization when it comes to adjustible meshes (the “body sliders”). The way that all of the customizable character data is stored isn’t actually a body at all, but a common default mesh with offsets for each adjustible value. can cause self-clipping and other graphical weirdness.

Mesh 40
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Godot gets CSG support

Mircosoft Game Dev

For developers, creating 3D art is a time consuming process. 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. How does it work? Torus (donut shape).

Polygon 52
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Atlas support returns to Godot 3.2

Mircosoft Game Dev

Region takes up more space, but allows drawing only parts of the image, clipping it, etc. It is not possible to batch meshes either. As always, if you are not yet, please consider becoming our patron , help us hire an extra developer and ensure that Godot development remains free. It also means that it can be batches.

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GSoC 2019 progress report #2

Mircosoft Game Dev

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.

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Cocos Creator 3.8.5 forum version [12.04]

Cocos

Developers must ensure necessary Wasm modules are loaded before use. Incorrect mesh instanced attribute handling for INT type attributes. Clipping module now supports linked flags, such as manual loading of Spine. Rendering pipeline improvements : Added support for PipelinePass in the new pipeline.

Bug 52