Remove Clipping Remove Mesh Remove Render
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Cocos Creator 3.7.2 Focuses On Optimized Rendering And Lighting Capabilities

Cocos

This version optimizes some rendering and lighting capabilities, fixes a series of key issues recently reported by users, and recommends that all v3.x Engine • Added DebugView at runtime UI control rendering debugging function. Skip rendering when the UI element Opacity is 0. Skip rendering when the UI element Opacity is 0.

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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. The engine gives the thumbs up and the model with those values gets rendered.

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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. Simplify the geometry: Optimize the 3D model by reducing the polygon count that makes up the 3D model using mesh simplification. fbx), Collada.dae, Interchange.obj, Drawing Exchange Format (.dxf),

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[Tutorial]Make the game run smoothly on high-end, mid-range, and low-end devices - Guide to Cocos Cyberpunk Source Code

Cocos

I have shared some articles about performance optimization of 3d rendering before. Generally, rendering is the main cost of the game’s performance and does not affect the gameplay. Generally, rendering is the main cost of the game’s performance and does not affect the gameplay.

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Dev snapshot: Godot 4.0 beta 4

Mircosoft Game Dev

Physics: Optimized support function for large meshes ( GH-64382 ). Rendering: Add OpenGL timer queries to OpenGL3 backend ( GH-67032 ). Rendering: Improve behaviour of clip_children by clipping to parent alpha value but still retaining parent color ( GH-67043 ).

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Dev snapshot: Godot 4.0 beta 4

Mircosoft Game Dev

Physics: Optimized support function for large meshes ( GH-64382 ). Rendering: Add OpenGL timer queries to OpenGL3 backend ( GH-67032 ). Rendering: Improve behaviour of clip_children by clipping to parent alpha value but still retaining parent color ( GH-67043 ).

Beta 40
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Optimize Vegetation Generation

Mnenad

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.

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