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Cocos Creator 3.8.5 forum version

Cocos

Developers must ensure necessary Wasm modules are loaded before use. Clipping module now supports linked flags, such as manual loading of Spine. Bug Fixes Fixed an issue where auto-atlas compression left unused original textures. Rendering pipeline improvements : Added support for PipelinePass in the new pipeline.

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Release candidate: Godot 4.4 RC 2

Mircosoft Game Dev

Developed by chx games, the game was just released on Steam. GUI: Fix label clipping when ascent/descent are fractional ( GH-103192 ). Import: bcdec: Fix unnecessary alignment of texture resolution when only one of its dimensions isnt divisible by 4 ( GH-103259 ). in the previous 4.4 rc1 snapshot. Donate now

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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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Making shaders more accessible

Mircosoft Game Dev

For most game developers, shaders are this scary monster that presents itself with such a complexity that it seems out of reach. Textures are simply bound to bind points starting from 0, and the bind point number is sent via attributes too. Result is the sprite vertices in the -1 to +1 clip space coordinates. About shaders.

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Godot's 2D engine gets several improvements for upcoming 4.0

Mircosoft Game Dev

Additionally, all 2D shadows and light textures use a single atlas, resulting in improved performance. the new CanvasTexture texture type has been introduced. 2D Masking / Clipping. branch, this will be doable in a much easier way, thanks to the "clip children" property in the visibility section. For Godot 4.0,

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Atlas support returns to Godot 3.2

Mircosoft Game Dev

In cases where a lot of objects need to be drawn, having them all share the same texture (or material) may reduce draw calls or state changes. When working on tile-sets, it's normal to have everything already drawn to a single texture but if the level uses a lot of separate images, then using an atlas may make sense to improve performance.

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10 Worst Video Game Glitches to Test Before Launching Your Next Game

iXie gaming

Regardless of how many hours your game development team spends polishing the video game, some technical glitches are bound to occur. As a result, you must manage your game’s code during development and even after launching it. Therefore, as a developer, it will ruin your reputation and lose your market share.

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