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Cocos Creator 3.8.5 forum version

Cocos

This release focuses on package size reduction, rendering pipeline improvements, and editor usability, alongside extensive bug fixes and platform compatibility enhancements. Rendering pipeline improvements : Added support for PipelinePass in the new pipeline. Clipping module now supports linked flags, such as manual loading of Spine.

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Dev snapshot: Godot 4.4 beta 3

Mircosoft Game Dev

Export: Disable Metal and Vulkan renderers in simulator builds. Rendering: 2D: Fix clip children and rendering artefacts ( GH-102161 ). Rendering: Add loop annotations to ubershaders to prevent loop unrolling ( GH-102480 ). Rendering: Fix shadow peter-panning with default spotlight ( GH-101952 ).

Beta 76
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Release candidate: Godot 4.4 RC 2

Mircosoft Game Dev

Export: Fix cross-platform configuration of rendering driver settings (narrower approach) ( GH-103197 ). GUI: Fix label clipping when ascent/descent are fractional ( GH-103192 ). Rendering: Metal: Compile MTLLibrary on demand when pipeline is created ( GH-103185 ). Porting: Android: Fix excessive getRotation calls ( GH-103122 ).

Render 74
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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.

Render 52
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[Tutorial]Static-Occlusion-Culling, A great solution for improving culling performance during rendering - Guide to Cocos Cyberpunk Source Code

Cocos

The fastest way to render a model is not to render it at all. This approach enables our games to efficiently eliminate unseen static objects during rendering, reducing the rendering load and enhancing game performance. Too many Draw Calls can cause the CPU to assemble a large number of rendering instructions.

Culling 52
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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. Render the component and drag and drop the material into the ‘Material’ property. Open the hierarchy window and select the GameObject to which you want to add the animation clips.

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Making shaders more accessible

Mircosoft Game Dev

The vertices become primitives (in this case, a triangle fan, two triangles that are drawn as a quad) and any primitive that goes beyond the -1 to +1 range is clipped. Result is the sprite vertices in the -1 to +1 clip space coordinates. render queue position, render type such as alpha or opaque, etc.). Multiply by 2.

Shaders 52